Hacking SSBB Texture Swaps

  • Thread starter Thread starter Raganook
  • Start date Start date
  • Views Views 121,786
  • Replies Replies 848
Keshire said:
I'm trying to get heinermann to give me a hand as his FIle Spec doesn't seem to be up to date or complete as far as the brres go. The array within the file index is giving me a pain.

On a side note though. If we had model import/export I could turn trophies into playable characters.

Thanks again for all your help.

Which part of the file were you having problems with? I won't be much help, but I'm just curious.

Well, we have a model exporter that can export the trophies. We also have an uncompiled model exporter that can dump the characters, but (to my knowledge), no one has successfully been able to compile it. Both of them have a source code, and since importing would basically just be doing the same thing in reverse, it probably wouldn't be that hard for a knowledgable programmer to figure out.

The trophy models don't have bones though, so I'm not sure how well it would work. Also, they're useful for previewing textures before inserting them into the game.
 
Pharrox said:
Keshire said:
I'm trying to get heinermann to give me a hand as his FIle Spec doesn't seem to be up to date or complete as far as the brres go. The array within the file index is giving me a pain.

On a side note though. If we had model import/export I could turn trophies into playable characters.

Thanks again for all your help.

Which part of the file were you having problems with? I won't be much help, but I'm just curious.

Well, we have a model exporter that can export the trophies. We also have an uncompiled model exporter that can dump the characters, but (to my knowledge), no one has successfully been able to compile it. Both of them have a source code, and since importing would basically just be doing the same thing in reverse, it probably wouldn't be that hard for a knowledgable programmer to figure out.

The trophy models don't have bones though, so I'm not sure how well it would work. Also, they're useful for previewing textures before inserting them into the game.

The Index doesn't seem to be pulling it's array count from where Hienermann and myself think it is. Even one or two files that are inconsistent would mean it's wrong. If this is true then SSBExtract isn't extracting all the files from a brres, only the ones it sees.

I know my way around rigging and weighting models so lack of bones is fine as long as we can grab them from the actual player characters.
 
Aren't the first lot of trophies the characters themselves anyway, once those are extracted you could rig a skeleton, but via that method you wouldn't be able to inject the new ones as characters...

Still, some of the trophy models would be nice just to play with
wink.gif
 
Joey90 said:
Aren't the first lot of trophies the characters themselves anyway, once those are extracted you could rig a skeleton, but via that method you wouldn't be able to inject the new ones as characters...

Still, some of the trophy models would be nice just to play with
wink.gif

Ya we'd need the skeletons from the actual player characters if we wanted to inject ANY new player models. But it sure would be nice to be able to use all the different Samus suits (for instance).
 
Keshire said:
The Index doesn't seem to be pulling it's array count from where Hienermann and myself think it is. Even one or two files that are inconsistent would mean it's wrong. If this is true then SSBExtract isn't extracting all the files from a brres, only the ones it sees.

Could you give an example for a file where this is the case? Just wondering since everything seems alright in all the files I've looked at (admittedly not too many).
 
Pharrox said:
Keshire said:
The Index doesn't seem to be pulling it's array count from where Hienermann and myself think it is. Even one or two files that are inconsistent would mean it's wrong. If this is true then SSBExtract isn't extracting all the files from a brres, only the ones it sees.

Could you give an example for a file where this is the case? Just wondering since everything seems alright in all the files I've looked at (admittedly not too many).

I'd be glad to. I'll post what I've seen when I get to work later (as that's where all my file cracking stuff is.)
 
Keshire said:
Pharrox said:
Keshire said:
I'm trying to get heinermann to give me a hand as his FIle Spec doesn't seem to be up to date or complete as far as the brres go. The array within the file index is giving me a pain.

On a side note though. If we had model import/export I could turn trophies into playable characters.

Thanks again for all your help.

Which part of the file were you having problems with? I won't be much help, but I'm just curious.

Well, we have a model exporter that can export the trophies. We also have an uncompiled model exporter that can dump the characters, but (to my knowledge), no one has successfully been able to compile it. Both of them have a source code, and since importing would basically just be doing the same thing in reverse, it probably wouldn't be that hard for a knowledgable programmer to figure out.

The trophy models don't have bones though, so I'm not sure how well it would work. Also, they're useful for previewing textures before inserting them into the game.

The Index doesn't seem to be pulling it's array count from where Hienermann and myself think it is. Even one or two files that are inconsistent would mean it's wrong. If this is true then SSBExtract isn't extracting all the files from a brres, only the ones it sees.

I know my way around rigging and weighting models so lack of bones is fine as long as we can grab them from the actual player characters.


I can.

DeDeDe has a tex0 that isn't extracted. ABA20 is the offset if I'm not mistaken, for DeDeDe06.pac. I'm almost positive it's the texture for his hammer.

SSBExtract also very commonly extracts pieces of multiple palettes with a single texture.

smile.gif
 
Meh. I fixed my issue.

This worked on all the files I've tested. The unknowns are probably going to be filetype stuff. Just Null them and see what happens.

for non-coders:
word = 2 bytes
dword = 4 bytes
[] = [array number]

Code:
//Hex Workshop Structures//
//SSBB brres//


#include "standard-types.hsl"

#pragma byteorder(big_endian)
#pragma maxarray(512)


#pragma Hide()

typedef struct File
{
ÂÂÂÂwordÂÂÂÂunknown; //Offset ??
ÂÂÂÂwordÂÂÂÂx0000; //Always x0000 ??
ÂÂÂÂwordÂÂÂÂunknown; //File ID/Attrib ??
ÂÂÂÂwordÂÂÂÂunknown; //File ID/Attrib ??
ÂÂÂÂdwordÂÂÂÂpString; //Offset to string table
ÂÂÂÂdwordÂÂÂÂpFile; //Offset to File

}File;

typedef structÂÂÂÂRootIndex
{
ÂÂÂÂdwordÂÂÂÂxFFFF0000; //Always
ÂÂÂÂwordÂÂÂÂunknown;
ÂÂÂÂwordÂÂÂÂunknown;
ÂÂÂÂdwordÂÂÂÂunknown;
ÂÂÂÂdwordÂÂÂÂunknown;
ÂÂÂÂFileÂÂÂÂFolders[ulongAt(28)]; //[UniqueFileTypes]
ÂÂÂÂwordÂÂÂÂPadding;
}RootIndex;

typedef structÂÂÂÂIndex
{
ÂÂÂÂwordÂÂÂÂSize;
ÂÂÂÂwordÂÂÂÂx0000; //Always x0000
ÂÂÂÂwordÂÂÂÂFileNumber;
ÂÂÂÂdwordÂÂÂÂxFFFF0000; //Always
ÂÂÂÂwordÂÂÂÂunknown;
ÂÂÂÂwordÂÂÂÂunknown;
ÂÂÂÂdwordÂÂÂÂunknown;
ÂÂÂÂdwordÂÂÂÂunknown;
ÂÂÂÂFileÂÂÂÂFiles[FileNumber];
ÂÂÂÂwordÂÂÂÂPadding;

}Index;

#pragma Show()

struct Main
{
ÂÂÂÂcharÂÂÂÂID[4]; //'bres'
ÂÂÂÂdwordÂÂÂÂxFEFF;
ÂÂÂÂdwordÂÂÂÂFileSize;
ÂÂÂÂwordÂÂÂÂpRoot; //Pointer to 'root'
ÂÂÂÂwordÂÂÂÂSections; //Includes root

ÂÂÂÂstruct Root
ÂÂÂÂ{
ÂÂÂÂcharÂÂÂÂÂÂÂÂID[4]; //'Root'ÂÂÂÂ
ÂÂÂÂdwordÂÂÂÂÂÂÂÂHeaderSize;
ÂÂÂÂdwordÂÂÂÂÂÂÂÂIndexSize;
ÂÂÂÂdwordÂÂÂÂÂÂÂÂUniqueFileTypes;

ÂÂÂÂRootIndexÂÂÂÂRootFolders; //See Root Index
ÂÂÂÂIndexÂÂÂÂÂÂÂÂFileIndex[ulongAt(28)]; //See Index [UniqueFileTypes]

ÂÂÂÂ};
};

If anyone sees anything that doesn't fit that, let me know.
 
Warcueid said:
Any update for Sunday, Rag?

We don't update Sundays
smile.gif


We do however, on MONDAYS
tongue.gif


It's a new week again! What to show, what to show?

TODAYS HINT (up at Ghosteo.net as always)

????

It's....well I guess it's what's on the OUTSIDE that REALLY counts
 
Raganook said:
Warcueid said:
Any update for Sunday, Rag?

We don't update Sundays
smile.gif


We do however, on MONDAYS
tongue.gif


It's a new week again! What to show, what to show?

TODAYS HINT (up at Ghosteo.net as always)

????

It's....well I guess it's what's on the OUTSIDE that REALLY counts
Now for random interuptation of the question marks:

A secret character


I'll be back later to see the results
smile.gif
 
Diablo1123 said:
Now for random interuptation of the question marks:

A secret character


I'll be back later to see the results
smile.gif

ok, well, you got that part right ;P

Anyways, today's update is already prepared for release, but I'm going to wait an hour and 15 minutes before posting it. Stay tuned
smile.gif
 
Warcueid said:
Ugh...I'm hoping it's not ANOTHER Samus or ZSS... >__>; But anything will do, really. I just want to see some new material.

ANOTHER!?
tongue.gif
We have had a total of ONE Samus/ZSS set, and we have 1/2 of a another set. We are doing 2 costumes per character. Huh!?
tongue.gif


Well, anyways...

Big news from ]Syntax Error[. We are now at above 55% completion. That means of all 80 new costumes (minus a few that can't be done because they are single-color instead of textured), we are over 44 textures complete. You might be wondering something along the lines of "I count twenty something". Remember that we have finished FAR more than we have shown
tongue.gif


What does this mean to you? Well, it took us 2 weeks to get to 55%. That means in 2 more weeks we should be done with ALL draft-1 textures. It will take another week or two to finish draft-2 textures for all 80 costumes.

After that we are done, with one INCREDIBLY notable exception; Character Selection Portraits. The whole thing is just really sloppy without them. It would be very depressing if we finished all these textures and still don't have the ability to modify those selection portraits. To reiterate for maybe the fifth time, we REALLY need help with this as we just don't have time to look for them while we are busy doing all these textures. I personally have gone through them far too many times to count, and I'm almost positive there is something I'm missing. SSBExtract isn't extracting them or something, I have no idea.

Anyways, we are trucking along at a rapid pace (we did nearly 15 textures over the weekend, which is more than triple the hours of sleep we got), and we thank you all again for your continued support and aid.
 
Update is live.

I can't make a button for it at the moment, but if you go to ghosteo.net, I link to the update on the main page, first blog post.
 
The new texture looks amazing, as expected :3 Great job, team! Good luck once again with those pesky selection portraits... and here's to hoping we get a Toon Link/D3 texture this week!
biggrin.gif
 
Warcueid said:
The new texture looks amazing, as expected :3 Great job, team! Good luck once again with those pesky selection portraits... and here's to hoping we get a Toon Link/D3 texture this week!
biggrin.gif

Toon Link's was a nightmare to do.

And it's one of our favorites.
 
Warcueid said:
Don't tempt me so! D: Now I'm gonna be hoping for TL everyday >__>;

It was one of the first ones we got finished because we loved the idea so much. It has been INCREDIBLY hard keeping it to ourselves
tongue.gif


Toon Link's texture is DEFINITELY a Saturday-caliber release.
 
*marks calendar for this Saturday*

>___>

Hey, I can hope, can't I? So anyway, is this a special week at all, or just a release week?
tongue.gif
I thought twin week was pretty fun.
 

Site & Scene News

Popular threads in this forum