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LOL, just when I thought I've seen it allYeah, Look what I just found lol.
Super Smash Bros. Brawl Moveset Swapping - Part 1
http://youtube.com/watch?v=8ZDgjjDnWLM
omfg,, go to near the end of part 3
http://youtube.com/watch?v=iuLHui7omLQ&feature=user
Swapping character movesets changes the way the characters model structures are also. And Peach is seriously priceless.
That is moveset swapping. Many crashes involved, and if it's possible in Brawl, it is a definite desync from an online game. I created an SSBM reference topic at arcentral.net forums(requires registration).Yeah, Look what I just found lol.
Ah, I think I have an explanation, a simple one actually.I've... noticed... something odd.
Apparently, the main menu screen for Brawl... was... supposed to be... a playable stage...
Lol wow still SP1 XD.That is moveset swapping. Many crashes involved, and if it's possible in Brawl, it is a definite desync from an online game. I created an SSBM reference topic at arcentral.net forums(requires registration).
But what's news to me... is that there's a service pack 3? o.O
I'm using SP1 still.
Not that I saw from the guy who made that App.Kakkoii, is there some way to convert the videos from thp to another format like mpeg or avi?
I was afraid of that. Guess my project for a music video will be delayedNot that I saw from the guy who made that App.
But looking at the THP video header and structure. It has the same structure as a JPEG image.
Making me assume it's an MJPEG video.. But any MJPEG transcoding or even playing for that matter has failed.
What you could do, is use a video capture program.I was afraid of that. Guess my project for a music video will be delayed![]()
which is the best you would recomend to me?What you could do, is use a video capture program.
Run the THP player, play the video. And the program will record the video that's being played. They capture the pixel color data being sent to the screen.
PPC processors use Big Endian, x86 processors use Little Endian. You have to reverse any numbers consisting of two or more bytes.Not that I saw from the guy who made that App.
But looking at the THP video header and structure. It has the same structure as a JPEG image.
Making me assume it's an MJPEG video.. But any MJPEG transcoding or even playing for that matter has failed.
Yeah it is a jpeg video.. but not the usual kind.
He wrote the specs of it in here.
".thp is a video format on the gamecube. The video frames are independent "quasi-jpegs" "
http://www.amnoid.de/gc/thp.txt
Nice, hope it works outGood news.
I've found out a codec that plays THP videos. I should hopefully have a way to convert THP videos before the end of the day.
Yeah, there's an issue with a few videos.. I havn't looked into it much, but they seem to be a bit differently compiled.Nice, hope it works out
BTW: video 18-01 doesn't work, it only gets to frame 15 when it really has like 470 and it's 500kb
Check YAGCD TPL & BTI formats.First, an issue. Some textures don't really seem to work with the palettes they seem to be attached on. Perhaps because the palette is of a different type than supported. I'd like to know how you can manually combine the textures. The ones that at least don't work are the small icons for stages and character stock icons.
Hmm well I'll take a look at it.Also, is there any possibility some mask images are stored inside the textures? Some textures, like the buste image, have alpha transparency, so if there could be anything to indicate the transparencies, it would be great. It could help with the sticker pictures for example.
Uhhh.. It's not off for me lol. Which video did you convert.Nice Kakkoii.
OK. Now included is a batch file to convert all TPL files in a directory, and automatically rename the output file to the original file name(with tga extension). As well as a crude recognition of transparency by sampling the first pixel. >.>
http://www.mediafire.com/?bmbgzzeggzm
EDIT: I tried out that program, and the Sound is off. >.>
Yeah, the audio does seem to be a tad slowerEh, well I'm using Lame MP3 and XVid(avi) as the convert to options since I can't play mp4 files on my PC. It's all of them basically. Video plays faster than the sound.
Fixed.for each subsequent file. However, both use:
MenSelchrFaceB.461.PLT0
Working on it.Also, if you could, could you also include a command line option that defines whether or not to combine the textures with the palettes?
Eh? It didn't appear to for me... For example, the sticker files(toy/seal/).Found out that the 0.7 version already added transparency, which makes the 0.8 addition pretty useless. You don't need to recolor the background anymore![]()
You sure about that? o.OAlso, the first 64 bytes of the palette data is useless, you can just prune that part. Saves the TPL size. The only thing I need to find out is how to fix the stock images.
Well, now I read, GTCoder also wrote a GUI - bummer - I also wrote mine and wanted to release it - anyway, I'll do..
Very nice! Almost exactly what I imagined the GUI interface to look like!Well, now I read, GTCoder also wrote a GUI - bummer - I also wrote mine and wanted to release it - anyway, I'll do..
first of all: all my thanks go out to GTCoder as he is the one making the program possible - I converted his out2jpg code and integrated it in my application (my program is written in Delphi so the code is ported) - as the bin code is not open the program requires bindecrypt.exe to be in its directory but I have included it in my zip package.
To GTCoder again: looking at your code - it was awesome to read.
What are some differences to the other stuff:
-it tries to automatically detect whether you open a bin or out file
-it uses the data GTCOder published about hex value 0x44 (or 0x34 for lzss data) to parse widescreen
I included a batch converter, some additional wide screen stuff as well as exporters to BMP, JPG and PNG - of course you can also decrypt the data to JPEG (no quality loss but widescreen wouldn't be corrected then).
I would be very fond about all testing you can do with it!
I will probably also open the source of the program, right now the source code is a mess, I will sort it out a little bit and release it.
download at: http://l0nk.org/ssbbconvert.zip
unpack it into a folder you have write access to, it requires it!
GTCoder, thank you for your work.. and I hope my program is some kinda contribution - however, I would also love to see your GUI!
I only figured that out until after I accidentally double-clicked it, which opened Paint.NET. It appears that the program TPLX automatically sets the transparency in the TGA file. However, since almost no program has the ability to view transparent or alpha layered TGA files, Paint.NET being the exception, the files appear as normal flat images.Eh? It didn't appear to for me... For example, the sticker files(toy/seal/).
It's just for the PLT0 file. Since you've already moved the useless data after the main palette data, it's not really that important.You sure about that? o.O
First 64 bytes of what exactly? The data after the palette header in a TPL file or the first 64 bytes in a PLT0 file?
I did a modification to it - it should be changed by now, so it should work - redownload and it should work!Very nice! Almost exactly what I imagined the GUI interface to look like!
Except the window doesn't resize itself to fit the image when you load one in...
And there's no .bin filter on the file chooser. That would make finding and opening the screenshots a bit easier.
seeing the character ID list it seems obvious that the coding of the Forbidden 7 was removed, making them unaccesible even through ARPage up: http://heinermann.kakkoister.com/
Thanks a bunch kakkoii.