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Author Topic: Let's look into Module Fíles (.rel) - Defensive Collision is now!  (Read 168788 times)
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DoctorFlux(Mariodk)
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    « Reply #105 on: July 26, 2012, 02:34:34 PM »



    PhantomWings posted afew times today
    does that means he is back? (i hope so we can get extra char. slots or something impossible to be possible)
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    « Reply #106 on: July 26, 2012, 02:37:49 PM »


    The name offset and size seems to be only used for debug purposes as it doesn't have any use during runtime (The revolution SDK makes reference to it though). As for why the offset isn't aligned to 0x4; that's because strings are stored in memory back to back without any alignment. Therefore, string pointers can end in any values from 0x0 to 0xF.
    so basically, the name offset and size doesn't do anything in the module except for the debug purpose??
    after all this time Im srs here
    seriously!

    Thanks for that answer! I am now very happy guy! :3
    but sadly, I dont have any more questions to ask D: they might pop-up soon

    PhantomWings posted afew times today
    does that means he is back? (i hope so we can get extra char. slots or something impossible to be possible)
    I believe he is taking a break from his break xD
    and are happy that somebodies also parshing Module files, not only him
    « Last Edit: July 26, 2012, 02:41:18 PM by Peke~ » Logged

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    BlackJax96
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    « Reply #107 on: July 26, 2012, 02:52:50 PM »


    The formats are simple as heck, but as I stated in one of my previous posts, SSE have about 75 unique formats, and it's about trying to figure out what they do, which is the time-consuming part.

    Now we're getting a bit off-topic. Should I make a seperate thread for SSE investigation and stuff?


    That would be great if you could do that and write out as many formats in one place so I can just go and support all them at once. Parsing and rebuilding formats can go pretty fast if I know everything about them.
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    « Reply #108 on: July 26, 2012, 03:24:55 PM »


    Actually, that's easy if you have an USBGecko.
    The code sets the pointer address to 0x80B27AC0, which is R.O.B.'s 'something' location and changes the string from 80914B88 (R.O.B.'s original value) to 80914B5C (Ike's value, which is located at 0x80B27ABC).
    Though to be fair, most of the characters you just named are characters who contain more then 1 character inside their character module,  and therefor also have multiple file location paths, making them somewhat irreplaceable.
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    « Reply #109 on: July 26, 2012, 03:45:43 PM »


    That would be great if you could do that and write out as many formats in one place so I can just go and support all them at once. Parsing and rebuilding formats can go pretty fast if I know everything about them.
    I've made the thread, but right now, it contains very little info.
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    « Reply #110 on: July 28, 2012, 04:22:18 AM »


    Created the first Module file from scratch and I am proud over myself Cheesy
    and you can open it in both PW's Module Editor 3 and brawlbox without a freeze anywhere!
    and it has relocation data which I did all by myself! (all done with hex editior)

    anyway! it's still a beta since you cant open it in Module Editor v2.1, saying the index is outside the matrix

    believe I have messed up a little about it's "weight" (if it are any weights) and "names" like "stFinal" or "stClassInfoImpl<2, stFinal".
    I would like PW take a look at it :3

    also, I can say right now that it will NOT work ingame since I didn't made it to load anything, just some asm xD
    « Last Edit: July 28, 2012, 04:25:32 AM by Peke~ » Logged

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    « Reply #111 on: July 28, 2012, 09:23:28 AM »


    can't we already get one extra slot? (MarioD)
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    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #112 on: July 28, 2012, 08:52:35 PM »


    I want to learn this stuff better so I can take specific props from SSE and apply them to normal Brawl stages.

    Anyone got a cheat sheet or link or something that can help me with this?
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    « Reply #113 on: July 31, 2012, 05:29:27 PM »


    Ah thanks sir. So, if I'm following this right would this code make Ike over Kirby?

    Kirby has Ike's ...Something:
    4A000000 80B27A1C
    14000000 80914B5C
    E0000000 80008000

    It doesn't work though...my guess is because Kirby has other characters in him, the PSA moves and such?
    who are you exactly?
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    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #114 on: July 31, 2012, 10:32:12 PM »


    Ah thanks sir. So, if I'm following this right would this code make Ike over Kirby?

    Kirby has Ike's ...Something:
    4A000000 80B27A1C
    14000000 80914B5C
    E0000000 80008000

    It doesn't work though...my guess is because Kirby has other characters in him, the PSA moves and such?
    this isnt about gecko codes that help the rel port, this is about reprogramming the rel entirely to the point that code isnt needed anymore


    it will be the distant future though
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    « Reply #115 on: August 07, 2012, 01:12:49 PM »


    Alright my head just started spinning, we now know how a lot of the .rel file works right? But we don't have enough to make stage effects, like as stated a rolling rock? Or am I WAY off.
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    « Reply #116 on: August 07, 2012, 03:06:15 PM »


    Alright my head just started spinning, we now know how a lot of the .rel file works right? But we don't have enough to make stage effects, like as stated a rolling rock? Or am I WAY off.
    that's correct, we knows it's struckture but we dont know how to rebuild asm
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    « Reply #117 on: August 07, 2012, 03:59:10 PM »


    that's correct, we knows it's struckture but we dont know how to rebuild asm
    I know someone who might be able to do that.
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    « Reply #118 on: August 07, 2012, 06:06:51 PM »


    I know someone who might be able to do that.
    now you got my eyes intrested
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    « Reply #119 on: August 07, 2012, 06:14:27 PM »


    I know someone who might be able to do that.
    Who?
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