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ForOhFor Error
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    « on: November 15, 2011, 04:58:58 PM »


    It's a shame that we've been hacking this game for quite a while, but no one has looked into SSE files.

    This collab will hopefully get us enough information to start changing them. The eventual goal being a full editor of SSE files, able to set enemy spawn points, put in obstacles, etc.

    If you want to contribute, just start posting whatever findings you can!
    « Last Edit: March 24, 2014, 01:26:23 PM by ForOhFor Error » Logged


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    « Reply #1 on: November 15, 2011, 05:01:58 PM »


    INFORMATION:

    -The first division of all stage files appears to be enemies you have to load all the information of to use. Melee stages also have this, maybe making some interesting things possible without .rel editing.

    -Common enemies such as primids, as well as some SSE items, are loaded from Adventure_Common.arc

    -The logic for enemies ( bosses included ) is located in the division NOT containing brres in its name. It is MiscData[0] there, and looks to be similar to PSA code in hex.

    - Adventure_Common.arc also contains an ARC division called "Jump" that appears to control room transitions. It has 29 ADSJ (Adventure Stage Jump) files in it. Here's some basic notes on the file format, by Sky Grounder:
    Quote
    ADSJ:

    Header:
    Size - 0x0F

    0x00(4): ADSJ
    0x04(4): Number of strings to entries
    0x08(4): Nulls
    0x0C(4): Nulls


    Strings:
    Size - 0x03

    Every string is 4 bytes and leads to the entries.


    Entries:
    Size - 0x2C

    0x00 - 0x0B (0x0B bytes long): unknown
    0x0C - 0x2C (0x20 bytes long): Name string

    I used MiscData[40] as a reference (underworld?).
    I put the unknown digits in notepad so I could compare them:

    1. 04 00 01 00  01 01 01 00  04 00 01 00

    2. 04 00 01 01  02 01 01 00  04 00 01 00

    3. 04 01 01 00  01 01 01 00  04 01 01 00

    4. 04 01 01 01  02 01 01 00  04 01 01 00

    5. 04 02 01 00  01 01 01 00  04 02 01 00

    6. 04 02 01 01  00 01 00 00  04 02 01 01

    7. 04 02 01 02  02 01 01 00  04 02 01 00

    8. 04 02 01 A0  00 01 01 00  04 02 01 00

    I believe the bytes in green loads the file with those numbers, for example:
    04 00 01 00 loads 040001.pac,
    04 01 01 00 loads 040101.pac,
    04 02 01 00 loads 040201.pac and
    04 02 01 01 loads 040201a.pac (the last digit most likely adds a letter to the name if over 00 (alphabetically).

    Some of the entries loads the same file. I guess it's because there are multiple entrances and exits.
    The rest of the bytes likely contains some other IDs.
    « Last Edit: December 06, 2011, 08:13:37 PM by ForOhFor Error » Logged


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    « Reply #2 on: November 15, 2011, 05:07:15 PM »


    Interesting. I wonder, has anyone ever looked at boss files?
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    « Reply #3 on: November 15, 2011, 05:49:09 PM »


    There's one division containing art assets, and another containing a single file... probably the logic, possibly in a PSA-like format (though probably uneditable by PSA itself).

    Edit: From what I can tell from the hex code, it appears very similar indeed. However, it is still uneditable by PSA.
    Although really, it has no reason to be that much different... this needs looking into by someone who knows the layout of PSA files in hex.   
    « Last Edit: November 15, 2011, 09:45:33 PM by ForOhFor Error » Logged


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    « Reply #4 on: November 16, 2011, 11:14:12 AM »


    I mainly want to know so I can take a look at IDs in ef_taboo.pac.
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    « Reply #5 on: November 16, 2011, 01:36:41 PM »


    \stage\adventure\adventure_common.pac this file contains alot of adventure data.
    There's an ARC in it named 'jump', which contains MiscDatas with the letters 'ADSJ'. I believe it contains information about where you "jump" to, when the stage's loading from a new stage file (.pac).

    EDIT:
    -The first division of all stage files appears to be enemies you have to load all the information of to use. Melee stages also have this, maybe making some interesting things possible without .rel editing.
    From what I know, the enemies are loaded through RELs, so if we were to make them work in regular brawl, it would require some heavy REL editing Sad

    EDIT2:
    MiscData[4] contains BGMG, which seems to control which song the different stages (to be more exact, files) uses.
    « Last Edit: November 16, 2011, 01:52:30 PM by Sky Grounder » Logged

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    « Reply #6 on: November 16, 2011, 05:37:06 PM »


    Making them work in regular brawl would be epic, just like the ones in Melee. XD

    But I mostly want to find out how SSE effect files are loaded.
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    « Reply #7 on: November 17, 2011, 08:41:52 AM »


    Making them work in regular brawl would be epic, just like the ones in Melee. XD

    But I mostly want to find out how SSE effect files are loaded.
    The effect files are most likely loaded through enemy PSA/AI, as for the stages.
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    « Reply #8 on: November 17, 2011, 08:57:54 AM »


    Well, someone needs to make them work in PSA, because I'd like to know what their files' IDs are.
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    « Reply #9 on: November 30, 2011, 10:45:28 PM »


    I will have more for you saturday...

    but at least now I know I'm not the only one looking into this Smiley
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    « Reply #10 on: December 01, 2011, 08:13:43 AM »


    Ooh, schweet. I look forward to your findings, Tcll!
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    « Reply #11 on: December 01, 2011, 09:04:54 AM »


    This is what I have about the BGMG format:

    Header:
    Size - 0x0F

    0x00(4): BGMG
    0x04(4): Number of strings to entries (0x010F (271))
    0x08(4): Nulls
    0x0C(4): Nulls


    Strings:
    Size - 0x03

    Every string is 4 bytes and leads to the entries.


    Entries:
    Size - 0x0F

    Starts when the string list ends.

    0x00(4): Stage ID
    0x04(4): Song ID*
    0x08(4): Song volume? (always 0x64 (100))
    0x0C(4): Nulls

    *FFFFFFFF = No song?


    Song IDs (The ones with the * don't exist):
    Quote
    26F9 Menu 1
    26FA Menu 1
    26FB Menu 2
    26FC Battlefield
    26FD Final Destination
    26FE
    26FF Online Practice Stage
    2700 Results Display Screen
    2701 Tournament Registration
    2702 Tournament Grid
    2703 Tournament Match End
    *2704
    2705 Classic: Results Screen
    *2706 ENDING
    2707 All-Star Rest Area
    2708 Home-Run Contest
    2709 Cruel Brawl
    270A Boss Battle
    270B Trophy Gallery
    270C Sticker Album / Album / Chronicle
    270D Coin Launcher
    *270E
    270F Stage Builder
    *2710
    *2711
    2712 Target Smash!!
    2713 Credits
    2714 Ground Theme (Super Mario Bros.)
    2715 Underground Theme (Super Mario Bros.)
    2716 Underwater Theme (Super Mario Bros.)
    2717 Underground Theme (Super Mario Land)
    2718 Airship Theme (Super Mario Bros. 3)
    2719 Castle / Boss Fortress (Super Mario World / SMB 3)
    271A Title / Ending (Super Mario World)
    271B Main Theme (New Super Mario Bros.)
    271C Luigi's Mansion Theme
    271D Gritzy Desert
    *271E MLRPG02
    *271F MORINOKINOKO
    2720 Delfino Plaza
    2721 Ricco Harbor
    2722 Main Theme (Super Mario 64)
    2723 Ground Theme 2 (Super Mario Bros.)
    2724 Mario Bros.
    2725 Mario Circuit
    2726 Luigi Circuit
    2727 Waluigi Pinball
    2728 Rainbow Road
    2729 Jungle Level Ver.2
    272A The Map Page / Bonus Level
    272B Opening (Donkey Kong)
    272C Donkey Kong
    272D King K.Rool / Ship Deck 2
    272E Bramble Blast
    272F Battle for Storm Hill
    2730 Jungle Level
    2731 25m BGM
    2732 DK Jungle 1 Theme (Barrel Blast)
    2733 Title (The Legend of Zelda)
    2734 Main Theme (The Legend of Zelda)
    2735 Great Temple / Temple
    2736 The Dark World
    2737 Hidden Mountain & Forest
    *2738 KAZENOSAKANA
    2739 Tal Tal Heights
    273A Hyrule Field Theme
    273B Ocarina of Time Medley
    273C Song of Storms
    273D Molgera Battle
    273E Village of the Blue Maiden
    273F Gerudo Valley
    2740 Termina Field
    2741 Dragon Roost Island
    2742 The Great Sea
    2743 Main Theme (Twilight Princess)
    2744 The Hidden Village
    2745 Midna's Lament
    2746 Main Theme (Metroid)
    2747 Norfair
    2748 Ending (Metroid)
    2749 Vs. Ridley
    274A Theme of Samus Aran, Space Warrior
    274B Sector 1
    274C Opening / Menu (Metroid Prime)
    274D Vs. Parasite Queen
    274E Vs. Meta Ridley
    274F Multiplayer (Metroid Prime 2)
    2750 Ending (Yoshi's Story)
    2751 Obstacle Course
    2752 Yoshi's Island
    *2753 [censored]IE
    2754 Flower Field
    2755 Wildlands
    *2756 ATHLETIC2 (Obstacle Course (Winter))
    2757 The Legendary Air Ride Machine
    2758 King Dedede's Theme
    2759 Boss Theme Medley
    275A Butter Building
    275B Gourmet Race
    275C Meta Knight's Revenge
    275D Vs. Marx
    275E O2 Battle
    275F Forest / Nature Area
    2760 Checker Knights
    2761 Frozen Hillside
    2762 Squeak Squad Theme
    2763 Main Theme (Star Fox)
    2764 Corneria
    2765 Main Theme (Star Fox 64)
    2766 Area 6
    2767 Star Wolf
    *2768 COMMAND
    2769 Space Battleground
    276A Break Through the Ice
    276B Star Wolf (Star Fox: Assault)
    276C Space Armada
    276D Area 6 Ver. 2
    276E Pokémon Main Theme
    276F Pokémon Center
    2770 Road to Viridian City (From Pallet Town / Pewter City)
    2771 Pokémon Gym / Evolution
    2772 Wild Pokémon Battle! (Ruby / Sapphire)
    2773 Victory Road
    2774 Wild Pokémon Battle! (Diamond / Pearl)
    2775 Dialga / Palkia Battle at Spear Pillar!
    2776 Team Galactic Battle!
    2777 Route 209
    2778 Mute City
    2779 White Land
    277A Fire Field
    277B Car Select
    277C Dream Chaser
    277D Devil's Call in Your Heart
    277E
    277F Brain Cleaner
    2780 Shotgun Kiss
    2781 Planet Colors
    *2782
    2783 Fire Emblem Theme
    2784 Shadow Dragon Medley
    2785 With Mila's Divine Protection (Celica Map 1)
    *2786
    2787 Preparing to Advance
    2788 Winning Road - Roy's Hope
    2789 Attack!
    278A Against the Dark Knight
    278B Crimean Army Sortie
    278C Power-Hungry Fool
    278D Victory Is Near
    278E Ike's Theme
    278F Snowman
    2790 SENTOUONIISAN (Unused)
    2791 EIGHTMELODIES (Unused)
    2792 SMILEANDTEARS (Unused)
    2793 Humoresque of a Little Dog
    *2794 BECAUSE
    2795 Porky's Theme
    2796 Mother 3 Love Theme
    2797 Unfounded Revenge / Smashing Song of Praise
    2798 You Call This a Utopia?!
    2799 World Map (Pikmin 2)
    279A Forest of Hope
    279B Environmental Noises
    279C Ai no Uta
    279D Tane no Uta
    279E Main Theme (Pikmin)
    279F Stage Clear / Title (Pikmin)
    27A0 Ai no Uta (French Version)
    27A1 WarioWare, Inc.
    27A2 WarioWare, Inc. Medley
    27A3 Mona Pizza's Song (Japanese Version)
    27A4 Mona Pizza's Song (English Version)
    27A5 Mike's Song (Japanese Version)
    27A6 Mike's Song (English Version)
    27A7 Ashley's Song (Japanese Version)
    27A8 Ashley's Song (English Version)
    *(Microgame$)
    27B3 Title (Animal Crossing)
    27B4 Go K.K. Rider!
    27B5 2:00 a.m.
    *27B6 RADIOTAISO
    27B7 The Roost
    27B8 Town Hall and Tom Nook's Store
    27B9 K.K. Crusin'
    27BA K.K. Western
    27BB K.K. Gumbo
    27BC Rockin' K.K.
    27BD DJ K.K.
    27BE K.K. Condor
    27BF Underworld
    27C0 Title (Kid Icarus)
    27C1 Skyworld
    27C2 Kid Icarus Original Medley
    27C3 Famicom Medley
    27C4 Gyromite
    *27C5 SPORTSMEDLEY
    27C6 Chill (Dr. Mario)
    27C7 Clu Clu Land
    27C8 Balloon Trip
    27C9 Ice Climber
    27CA Shin Onigashima
    27CB Title (3D Hot Rally)
    27CC Tetris: Type A
    27CD Tetris: Type B
    27CE Tunnel Scene (X)
    27CF Power-Up Music
    27D0 Douchuumen (Nazo no Murasamejo)
    *27D1 WILDTRACKS
    27D2 PictoChat
    *27D3 ELECTRO (Hanenbow)
    27D4 Flat Zone 2
    27D5 Mario Tennis / Mario Golf
    27D6 Lip's Theme (Panel de Pon)
    27D7 Marionation Gear
    27D8 Title (Big Brain Academy)
    27D9 Golden Forest (1080 Snowboarding)
    27DA Mii Channel
    27DB Wii Shop Channel
    27DC Battle Scene / Final Boss (Golden Sun)
    27DD Shaberu! DS Cooking Navi
    27DE Excite Truck
    27DF Brain Age: Train Your Brain in Minutes a Day
    27E0 Opening Theme (Wii Sports)
    27E1 Charge! (Wii Play)
    *27E2 MAINTHEME
    27E3 Encounter
    27E4 Theme of Tara
    27E5 Yell "Dead Cell"
    27E6 Snake Eater (Instrumental)
    27E7 MGS4 Theme of Love Smash Bros. Brawl Version
    27E8 Cavern
    27E9 Battle in the Base
    27EA BEATMANIA (Unused)
    27EB Theme of Solid Snake
    27EC Calling to the Night
    27ED Credits (Super Smash Bros.)
    27EE Menu (Super Smash Bros. Melee)
    27EF Opening (Super Smash Bros. Melee)
    *27F0 HOWTOPLAY
    *27F1 DXTERMINAL (Master Hand)
    27F2 Green Hill Zone
    27F3 Scrap Brain Zone
    27F4 Emerald Hill Zone
    27F5 Angel Island Zone
    *27F6 UCANDO
    27F7 Sonic Boom
    27F8 Super Sonic Racing
    27F9 Open Your Heart
    27FA Live & Learn
    27FB Sonic Heroes
    27FC Right There, Ride On
    27FD HIS WORLD (Instrumental)
    27FE Seven Rings In Hand
    27FF Princess Peach's Castle (Melee)
    2800 Rainbow Cruise (Melee)
    2801 Jungle Japes (Melee)
    2802 Brinstar Depths (Melee)
    2803 Yoshi's Island (Melee)
    2804 Fountain of Dreams (Melee)
    2805 Green Greens (Melee)
    2806 Corneria (Melee)
    2807 Pokémon Stadium (Melee)
    2808 Poké Floats (Melee)
    2809 Big Blue (Melee)
    280A Mother (Melee)
    280B Icicle Mountain (Melee)
    280C Flat Zone (Melee)
    280D Super Mario Bros. 3 (Melee)
    280E Battle Theme (Melee)
    280F Fire Emblem (Melee)
    2810 Mach Rider (Melee)
    2811 Mother 2 (Melee)
    2812 Dr. Mario (Melee)
    2813 Battlefield (Melee)
    *2814
    2815 Multi-Man Melee 1 (Melee)
    2816 Temple (Melee)
    2817 Final Destination (Melee)
    2818 Kongo Jungle (Melee)
    2819 Brinstar (Melee)
    281A Venom (Melee)
    281B Mute City (Melee)
    281C Menu (Melee)
    281D Giga Bowser (Melee)
    *281E
    281F Adventure Map
    2820 Step: The Plain
    2821 Step: The Cave
    2822 Step: Subspace
    2823 Boss Battle Song 1
    *2824 SSE Results
    2825 Boss Battle Song 2
    2826 Save Point
    *2827 SSE DK Jungle
    *2828 SSE Luigi Mansion
    *2829 Halberd Interior
    *282A SSE Data Select
    *282B SSE Brinstar
    282C Step: Subspace Ver.2
    282D Step: Subspace Ver.3
    *282E Halberd Moving
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    « Reply #12 on: December 01, 2011, 09:38:58 PM »


    Ooh, schweet. I look forward to your findings, Tcll!
    well... eh-heh... I hate to be a heartbreaker,
    but I havn't really been doing too much research into the SSE...

    however, I was looking through the stages recently to see if I couldn't find the scripting for them >_>
    I didn't quite succeed at that, but I did manage to stumble over the BLOC format, which contains alot more unheard of formats >_>

    meh...
    I'm not into scripting yet anyways...
    need to finish models first...


    TBH, I havn't been into the SSE because there wasn't really much going around about it...
    as well as me and my large list of big things to do...

    these being a few of them:

    ^a 3D shader for dolphin (still need depth calculation)

    ^ignore the CMPR distortion... (I'm tired of trying to fix it)

    ^re-inventing electronics using MC

    ^designing my GUI in blender
    (everything you see is made from only a few parts)

    I will get more into the SSE now Wink
    I've had a few plans for my own adventure mode from my game "Exp:824"
    (something I'd <3 to see in brawl)
    « Last Edit: December 01, 2011, 09:40:03 PM by Tcll » Logged


    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #13 on: December 05, 2011, 10:26:23 PM »


    I think I might look into that "jump" ARC. Linking stages in different ways would be useful, especially if we discover what triggers room (file) transitions. After all, the fist step to editing any SSE stage would be defining the layout - collisions, rooms, and such.
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    « Reply #14 on: December 05, 2011, 11:51:23 PM »


    I think I might look into that "jump" ARC. Linking stages in different ways would be useful, especially if we discover what triggers room (file) transitions. After all, the fist step to editing any SSE stage would be defining the layout - collisions, rooms, and such.
    heh
    that's exactly the reason I was looking into the stages XDD

    the first one I opened was the one with that trap room... go figure XD
    (open the door and fall into a lava pit)

    anyways...
    that's where I found the BLOC and ADPM files...
    there's another one that doesn't seem to have a header magic...
    I'm guessing that's the logic...

    I guess what you want would prbly be in the logic, as I didn't see any scripts...

    however, the BLOC file contains quite a few magics...
    here's a part from it:
    00000000 | 42 4C 4F 43 00 00 00 08 00 00 00 80 00 00 00 00 - BLOC.......€....
    00000016 | 00 00 00 30 00 00 00 48 00 00 00 6C 00 00 02 48 - ...0...H...l...H
    00000032 | 00 00 05 3C 00 00 0B 14 00 00 0B 70 00 00 0B B4 - ...<.......p...´
    00000048 | 47 4D 53 4A 00 00 00 01 00 00 00 0C 09 00 01 01 - GMSJ............
    00000064 | 00 01 00 00 00 C9 01 00 47 45 54 32 00 00 00 01 - .....É..GET2....
    00000080 | 00 00 00 0C 01 01 00 00 45 2B 40 00 C3 7F 00 00 - ........E+@.Ã..
    00000096 | 45 37 20 00 42 92 00 00 00 C9 01 00 47 4D 57 41 - E7 .B’...É..GMWA
    00000112 | 00 00 00 03 00 00 00 14 00 00 00 AC 00 00 01 44 - ...........¬...D
    00000128 | 44 BA 40 00 C2 F0 00 00 00 00 00 00 42 B4 00 00 - Dº@.Âð......B´..
    00000144 | 00 6C FF 00 3F 80 00 00 00 00 00 00 3F 80 00 00 - .lÿ.?€......?€..
    00000160 | 00 01 FF 00 00 00 00 00 00 00 01 00 00 00 01 00 - ..ÿ.............
    00000176 | 00 DC 01 00 00 00 00 00 00 00 00 00 00 00 00 00 - .Ü..............
    00000192 | 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 - ................


    lemme know if you find out anything more Wink
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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