Update Smash Custom Music website to generate sound.msbt file based off template listsĬonvert models to editable format, modify, then reinsert (use RTB's maxscript () as a reference)įinish subroutine hash table for PSA related stuff (use dantarion's site () and Sammi Husky's tool () as current reference) GUI for managing music files, My Music settings, and song titles, etc.
My personal current to-do list, and help is welcomed:įinish offline NUS3Bank inserter/appenderĪdd extra SFX clips to voice/SFX NUS3Banks, then load through animcmd/sound.bin filesĪdd and display song titles, source game, and descriptions for additional song slots (involves sound/config/bgm_property.mpb, ui/message/sound.msbt, and param/ui/ui_sound_db.bin)įinish patch resource modifier to load any custom file with proper flags If anyone wants to help out with this, we can work on a vertex injector. I want to start off small, and test vertex hacks. One big thing I need to learn about is the model format, and I'm reading RandomTBush's maxscript for importing Smash U models into 3dsmax. It sort of worked, and there's a lot to fix. I did a model swap, placing Chrom's model from Robin's final smash over a Marth slot. I would need help creating a GUI for this. We don't have to worry about shared source games like we do with Brawl. Song titles are editable, as well as source games, and sound test descriptions for EVERY song.
If you delete those table entries, it'll select a normal Final Destination song, and play it without changing music, even when changing from Master Hand all the way to Master Fortress. The music tables are also editable for Master Hand/Master Core in Classic mode. The only problem is that it doesn't show up in the My Music display menu, but it takes effect. I was able to add a 2nd song to the Results Display Screen table, so I currently have it swapping between the default song, and the new SSB Credits remix with equal probability. My Music tables are editable, and there are slots for menus as well. The only huge difference is that Snake's sound ID (S) is now Megaman's. The song IDs are mostly retained from Brawl, so they've been adding onto it. I'm working on a script in Python to inject these NUS3Banks, but I would be more than happy to give specs to someone that wants to work on a GUI for this. The music archives contain only 1 IDSP file, but the SFX, Announcer, Palutena's Guidance, and Starfox conversations have multiple IDSP streams contained in one archive. These IDSP files are all stored in NUS3Bank archives. The music and SFX format for Smash U/3DS is Namco's IDSP variant of Nintendo's DSP ADPCM codec. I will write a BRSTM to Smash NUS3Bank converter for ()less porting of songs, since that's exactly what I implemented into BCM. The music was the easy part, and the format has been downloadable on Brawl Custom Music for most of this year (same format in both 3DS and Wii U music). I am also appending the patchlist file with any custom files I'm inserting. I am editing the resource(us_en) file in a Smash update's patch folder to have the correct file sizes, and also flags to load files outside of those "packed" archives. Q2: How are you getting around Smash's dt00 and dt01 archives?Ī2: I'm using the game's patch engine to do this. I can test hacks for you in the meantime.
I'm on the testing team for the exploits, and I'm not allowed to hand it off to others right now. You also need a kernel exploit for your Wii U, which is currently closed source and private. The entire game compressed is under 12 GB, so a 16 GB SD card will be useful in the future. I'm looking into adding SD card loading support, since Smash seems to be the only game that actually mounts it (for pictures), and because loading through the network takes ages depending on what you're loading. Q1: How are you able to load custom files?Ī1: There is a program called Cafiine written by Chadderz that can load custom files through a network connection.