Status Update – So, what am I up to?

November 23rd, 2009

So, I haven’t posted on here in a while.
I have been doing lots of Brawl Hacking stuff.

Most noteably is my first ASM ‘engine’, the Alternate Stage loader. It is a beast of a code that allows for you to replace each stage with multiple replacements. These can range from different textures, to different stages all together (SSE stage injections for example). The code allows for people to choose between stages by two methods. They can set up a set of stages/textures to be loaded randomly, and set up button activators to load certain stages at will.

I am proud of myself for learning PPC ASM and making this code. However, just as I worked the bugs out, Phantom Wings released a update to spunits old SSS code that fixed the problems that existed with it, and added in the ability to load new stages from the SSS without replacing others.I got pwnt. But thats cool, his code is better for loading up new stages, but it doesn’t do random loading of alternate textures, which mine can do no problem. They can even be used together!

So, now I have to ask myself, what is there left to do? What do I want to accomplish next? I am still part of the Brawl+ back room, so theres plenty to be done there. Theres some codes that I personally want to make that are easily doable.

  1. Per character victory themes
    Each character has a victory theme that plays when they win. But most characters from the same series share the same music. (For example, Mario, Luigi, Bowser, and Peach ALL share the same victory theme. Metaknight, however, has his own theme.) I want to make a code that loads a different brstm for each character, allowing for characters to have their own winning theme.
  2. Auto-save replays.
    At a big tournament, its sometimes hard to get people to save replays.

Other than that, I want to start playing vBrawl/Brawl+ more, and helping run tournaments and stuff. I also want to take a break from hacking to work on a gamedev project over the holidays. Blah, blah, dumb rant.

About OpenSA, and the PSA source release.

October 13th, 2009

Now, some of you may know that I was working on a replacement for PSA dubbed OpenSA.

The main goal was to be able to decode the .pac files 100%, allowing for EVERYTHING to be edited. Well, I got really far, and made massive advancements in the understanding of .pac files, especially the mysterious Fighter.pac.

Heres some examples of things I have done with OpenSA and the knowledge gained from writing my OWN moveset parser that were not possible with PSA alone.

  1. Viewing of Fighter.pac
    For those that aren’t familar with PSA, Actions in PSA have logic in them that calls Subactions that do most of the real dirty work. However, anyone thats used PSA knows that the action #’s start at ~116. Why? Because actions 0-~116 are defined in Fighter.pac and are shared between all characters (For a somewhat accurate list of action ID’s, check out Amazing Ampharos’s action ID list) OpenSA was able to open this file and view these general actions. Read the rest of this entry »