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Author Topic: Let's look into Module Fíles (.rel) - Defensive Collision is now!  (Read 206541 times)
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pikazz
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    « on: May 04, 2012, 06:58:26 AM »


    hi, I made this thread so we can collect all the Module information, try to understand that and how to rebuild them.
    this is a very hard task, the legends of brawlhacking Dant and Phantomwings looked into it much but they desiced to take a life-long break before they have complete it.
    so lets continue their footsteps.

    What is Module File?
    Module Files (.rel) is there all the information is about characters, stages, menu.
    it can example say how many brres one stage will load in a pac, if any event like things that can hurt you in stage load, Characters Articles like Lucarios Aura Sphere.

    How much information is it about Module files?
    currently not much, only Dant and Phantomwings knows it like 20 times more than us and that sadly true pretty little.
    the only things we know is how they work since Phantomwings gave that's information out.
    but we know there is ASM in Module Files

    Module IDs
    IDs:

    00 - main.dol?
    01 - sora_scene
    02 - sora_menu_main
    03 - sora_menu_tour
    04 - sora_menu_qm
    05 - sora_menu_edit
    06 - sora_menu_collect_viewer
    07 - sora_menu_replay
    08 - sora_menu_snap_shot
    09 - sora_menu_event
    0A - sora_menu_sel_char
    0B - sora_menu_sel_stage
    0C - sora_menu_game_over
    0D - sora_menu_intro
    0E - sora_menu_friend_list
    0F - sora_menu_watch
    10 - sora_menu_name
    11 - sora_menu_sel_char_access
    12 - sora_menu_rule
    13 - sora_menu_simple_ending
    14 - sora_minigame
    15 - sora_menu_time_result
    16 - sora_menu_boot
    17 - sora_menu_challenger
    18 - sora_menu_title
    19 - sora_menu_title_sunset
    1A - sora_fig_get_demo
    1B - sora_melee
    1C - sora_adv_menu_name
    1D - sora_adv_menu_visual
    1E - sora_adv_menu_sel_char
    1F - sora_adv_menu_sel_map
    20 - sora_adv_menu_difficulty
    21 - sora_adv_menu_game_over
    22 - sora_adv_menu_result
    23 - sora_adv_menu_save_load
    24 - sora_adv_menu_seal
    25 - sora_adv_menu_ending
    26 - sora_adv_menu_telop
    27 - sora_adv_menu_save_point
    28 - sora_adv_stage
    29 - sora_enemy
    2A - st_battles
    2B - st_battle
    2C - st_config
    2D - st_final
    2E - st_dolpic
    2F - st_mansion
    30 - st_mariopast
    31 - st_kart
    32 - st_donkey
    33 - st_jungle
    34 - st_pirates
    35 - st_oldin
    36 - st_norfair
    37 - st_orpheon
    38 - st_crayon
    39 - st_halberd
    3A - st_starfox
    3B - st_stadium
    3C - st_tengan
    3D - st_fzero
    3E - st_ice
    3F - st_gw
    40 - st_emblem
    41 - st_madein
    42 - st_earth
    43 - st_palutena
    44 - st_famicom
    45 - st_newpork
    46 - st_village
    47 - st_metalgear
    48 - st_greenhill
    49 - st_pictchat
    4A - st_plankton
    4B - st_dxshrine
    4C - st_dxyorster
    4D - st_dxgarden
    4E - st_dxonett
    4F - st_dxgreens
    50 - st_dxrcruise
    51 - st_dxbigblue
    52 - st_dxcorneria
    53 - st_dxpstadium
    54 - st_dxzebes
    55 - st_stageedit
    56 - st_otrain
    57 - st_heal
    58 - st_homerun
    59 - st_targetbreak
    5A - st_croll
    5B - ft_mario
    5C - ft_donkey
    5D - ft_link
    5E - ft_samus
    5F - ft_yoshi
    60 - ft_kirby
    61 - ft_fox
    62 - ft_pikachu
    63 - ft_luigi
    64 - ft_captain
    65 - ft_ness
    66 - ft_koopa
    67 - ft_peach
    68 - ft_zelda
    69 - ft_iceclimber
    6A - ft_marth
    6B - ft_gamewatch
    6C - ft_falco
    6D - ft_ganon
    6E - ft_wario
    6F - ft_metaknight
    70 - ft_pit
    71 - ft_pikmin
    72 - ft_lucas
    73 - ft_diddy
    74 - ft_poke
    75 - ft_dedede
    76 - ft_lucario
    77 - ft_ike
    78 - ft_robot
    79 - ft_toonlink
    7A - ft_snake
    7B - ft_sonic
    7C - ft_purin
    7D - ft_wolf
    7E - ft_zako
    What is ASM?
    ASM stands for Assembly language
    here is a wiki about ASM

    http://en.wikipedia.org/wiki/Assembly_language

    ASM simplies
    here is a great site to see all the ASM doing like li, stw, blr ect
    http://class.ee.iastate.edu/cpre211/labs/quickrefPPC.html


    Any helpful information or links?
    http://forums.kc-mm.com/index.php?topic=29937.0 The information Phantomwhings gave us personally on how stages works.
    http://opensa.dantarion.com/wiki/Patching_Charcter_Modules a helpful wiki done by Dant and that's more about Characters to "patch"

    PW's Gift
    he gave us a gift :3
    look at his post!
    sneak, snea-

    ...

    Oh, who am I kidding.

    Hi everyone, Phantom Wings here. I haven't been by for a while now so I figured I'd drop by and pay my regards to the Brawl Hacking community. I notice that there's been a little bit of interest in the workings of .rels in this here thread so:

    [Download]

    [Source]

    I had this one on the backburner before I left the last time. It's not as intuitive as the Module Editor 2, but it does support editing blocks and relocations as well as saving - hope it helps.

    The app itself isn't that well put together, but the module library should be easy enough to salvage for use in BrawlBox - but as usual, don't expect any commenting in my source code.

    That's all for now. See you guys around.

    « Last Edit: April 18, 2022, 02:31:48 PM by pikazz » Logged

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    « Reply #1 on: May 04, 2012, 07:46:12 AM »


    I suggest to also take a look at the sora_melee.rel (sora standing for 'shared object random access'), as that module is basically the main module and contains scripts for things like items (both normal items and assist trophies), stages, characters (like Lucario's Aura Sphere) and even basic things like collisions, sounds and tethers.
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    « Reply #2 on: May 04, 2012, 08:44:45 AM »


    I suggest to also take a look at the sora_melee.rel (sora standing for 'shared object random access'), as that module is basically the main module and contains scripts for things like items (both normal items and assist trophies), stages, characters (like Lucario's Aura Sphere) and even basic things like collisions, sounds and tethers.
    I know but I haven't got into that big file yet, just on stage and characters to begin with

    it looks like Modules are ASM o.o
    cause it reminds me of SMW hacking ASM but way more advanced
    « Last Edit: May 04, 2012, 08:56:00 AM by pikazz » Logged

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    « Reply #3 on: May 04, 2012, 11:14:37 AM »


    Subbed to thread, this is interesting stuff! I can't help much though, I don't know ASM at all (if that's what's used in module files).
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    « Reply #4 on: May 04, 2012, 02:44:43 PM »


    sweet.
    so will I be able to do stuff like port sonic's final smash to mario?
    because that would be epic.
    and don't forget blackjax is working on these too.
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    « Reply #5 on: May 04, 2012, 05:44:22 PM »


    I'm subbing too, though I don't know PPC ASM yet.

    I want to learn how to make more generic.rel files like the one Phantom Wings made for Ike.
    « Last Edit: May 04, 2012, 05:49:58 PM by Eternal Yoshi » Logged


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    « Reply #6 on: May 05, 2012, 12:26:37 AM »


    sweet.
    so will I be able to do stuff like port sonic's final smash to mario?
    because that would be epic.
    and don't forget blackjax is working on these too.
    that will be a awesome FS for Cape mode on SMBZ mario (tried to make it before without transfrom but just with moving around/make dmg like as Super sonic but failed)
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    pikazz
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    « Reply #7 on: May 05, 2012, 04:45:46 AM »


    added stuff in OP

    will try to replace the bob-ombs in sudden death to pokeballs, that's my next project in modules Im srs here
    sweet.
    so will I be able to do stuff like port sonic's final smash to mario?
    because that would be epic.
    and don't forget blackjax is working on these too.
    yeah but we must know where to port and how to port
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    « Reply #8 on: May 05, 2012, 05:06:26 AM »


    The .pdf at the following link may prove useful for ASM.

    http://wiird.l0nk.org/forum/index.php/topic,2844.0.html

    This has me interested if I can further my studies.

    I hope this helps,

    -checkmate
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    pikazz
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    « Reply #9 on: May 05, 2012, 05:34:54 AM »


    here is a wiki page about ASM

    http://en.wikipedia.org/wiki/Assembly_language

    and I have found a site about "ASM simplier" code whichs Modules also using!

    http://class.ee.iastate.edu/cpre211/labs/quickrefPPC.html

    The .pdf at the following link may prove useful for ASM.

    http://wiird.l0nk.org/forum/index.php/topic,2844.0.html

    This has me interested if I can further my studies.

    I hope this helps,

    -checkmate

    that's great :3
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    « Reply #10 on: May 05, 2012, 09:41:56 AM »


    yes. i support this. i have been wanting moduel files to be explored. imagine if we could make ssbb like street fighter or mortal kombat Cheesy

    plus the fact porting characters could be done easiyer if a program is made
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    « Reply #11 on: May 05, 2012, 09:45:14 AM »


    Of course it's in assembly, it's probably compiled C++
    « Last Edit: May 05, 2012, 09:48:12 AM by ForOhFor Error » Logged


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    « Reply #12 on: May 05, 2012, 09:53:19 AM »


    Pikazz, we don't even know which file would trigger the sudden death bombs.

    Maybe start smaller by modding something that we know which file(s) to look in to?

    Can we try to say, gather more data on how stage module files store and organize their hitboxes?
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    « Reply #13 on: May 05, 2012, 09:57:44 AM »


    I'm subbing too, though I don't know PPC ASM yet.

    I want to learn how to make more generic.rel files like the one Phantom Wings made for Ike.

    what was the point of it? was it so that it is easyer to port ike hacks? because i can port ike hacks w/out the generic .rel adn just a reg one
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    « Reply #14 on: May 05, 2012, 10:27:03 AM »


    But generic .rel ports are better overall since they have functional articles, unlike most PSA ports.
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