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PAL .pac converter

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Rkey

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I think that this would be awesome to have, and the thing is I know it can be done. Since the only thing that needs to be converted are the sound effects, and it's always the same number which should change to the same other number. SFX's are also always followed by the same floating point, so all you need to do is make a program that tracks the floating point saying "SFX:" in psa, and then have a dictionary for which SFXs should be changed to which. This is the hard part, making that dictionary. However: I am ready to take on that task. Now:

First off: I need a programmer to help me out, I'm not much of a programmer myself. However, if the completion of this project forces me to become one, then I shall.
Second: If someone could help me collect the SFX data, that would help a lot. I know a lot of .pacs have been converted by hand before, has anyone got any data saved?
Third: Suggestions. Anything that might help is welcome!

With this done, a lot of projects will reach a much larger ammount of players and I believe that lies in everyone's interest. If you can help out, even the slightest, please do so. All help is needed!


Thanks on beforehand, from Rkey.
 

Dantarion

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I should make a .pac diff tool.

Okay guise, get me a zip of all of the PAL moveset .pacs arranged like they would be on the disc.
 

Rkey

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I should make a .pac diff tool.

Okay guise, get me a zip of all of the PAL moveset .pacs arranged like they would be on the disc.
Do you mean something which shows all the differences between the ntsc and pal .pacs?
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
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One frase in the france revolution: "egalite"

It would be useful if PAL users ask me about getting an NTSC version of SSBB.

Maybe I can help ^^!

(For real I'm also a european guy [Germany] and bought a US version on the store ^^")
 

Almas

Smash Lord
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No, he wants a set of the .pal pacs as they come. Then he'll write a program which scans both the .pal and .ntsc pacs, highlighting all differences between them.
 

Dantarion

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So yeah. All I need to do now is redump the above file, then create a DB of NTSC SFX ID's ->PAL ID's, then I can convert NTSC Brawl+ to PAL in one motion!
 

Rkey

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o.O

Are you serious? Is it possible to do this to other sets of .pacs? Is it possible to make a program that does this automatically?

Thanks for all your help so far guys! I wish I could do more than just start a thread, I'm currently on vacation so I can't do shi-

You guys are awesome so far, thanks a lot!
 

Dantarion

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Ill update this post with the progress.

Step 1: Run PacDiff on all the fighters, building a DB of SFX ID changes needed.
Step 2: Create program that takes a pac, and makes all the SFX changes NTSC->PAL and PAL->NTSC
Step 3: Convert current Brawl+ pac's to PAL
Step 4. ....
Step 5: Profit?

Currently on step 1.
 

Thinkaman

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Whenever Dantarion posts, I get the funny feeling that humanity is winning. I don't know what, but it can't be a bad thing.
 

Shadic

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I have no idea why we didn't do this sooner. Not anybody in specific, but that nobody truly brought it up.

Dantarion, you're awesome. :)
 

Dantarion

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I have no idea why we didn't do this sooner. Not anybody in specific, but that nobody truly brought it up.

Dantarion, you're awesome. :)
I dont know why I didn't do this earlier either. I wrote it in literally one sitting, and turns out it works for vBrawl->Brawl+ changes as well,
 

[TSON]

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Yesssss.

YESSSSSS.

<3.

And BPC we don't edit fighter.pac. We edit a replica of fighter.pac that sits in Wii memory. So we can't really port memory.

And common3 should be able to be done too
 

Dantarion

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common3 is more complex, as I have to compare the different nodes in the file (Think BrawlBox), then I have to compare all the movesets, (Think OpenSA).

Basically, its gonna be a pain.

Also, theres only like 2 or 3 edits to common3, so exporting the changed files and comparing those is better than trying to edit the entire thing.
 

Rkey

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Dantarion, could you make it possible to use this on more .pacs than the brawl+ .pacs? I'm currentlu in the brawl- project and we would like to do the same thing.

<3
<3
<3
<3
<3
 

el_refugio

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Dantarion, PAL version has different voices for some characters (Announcer, Lucario and Pokemon Trainer I think).
Maybe this info will be helpful :)
 

Dantarion

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I already know all the changes.
I have to:
1) Build a database of all the SFX changes
2) Write a app that uses this database to convert from NTSC->PAL and vice versa (And supports command line for you batchers)
3) Release it.

Between life, school, friends, Captain Rainbow Translation Project, Brawl+, and all my various Brawl Hacking things.....im kinda busy, to the point where something that takes 10 minutes may not get worked on due to....not having 10 minutes i want to spend coding.
 

DVDV28

Smash Apprentice
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OH MY GOODNESS

YOU WIN

But seriously, could you release it in .txt format or is that getting my hopes too high?

EDIT: Just realised that you posted that 3 days ago: any results?
 

Rkey

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Dantarion, Dantarion, you're our man!
You can do it, yes you can!


There's some motivation, come on Dantarion! Everyone really wants this to happen, and I'm still serious about that present :3 Nothing weird, I promise.
 

Dantarion

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LOLOLOLOL

I just ran into some IRL stuff, I should have this done soon.

Also, this app will be very important, at least to me. THIS WILL BE THE FIRST OPENSA2 BASED APP THAT CAN EDIT A MOVESET.
 

[TSON]

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THIS WILL BE THE FIRST OPENSA2 BASED APP THAT CAN EDIT A MOVESET.
i want this really badly now, even moreso than before

Could Brawl+ be made first though?
It's going to work for ALL pacs. It's a program.


Oh and dant... Back in the day, Sonic- had a rapidfire homing attack that would keep homing until it missed. It worked on NTSC Brawl just fine... But on PAL it froze. So I suspect there to be more differences than just sfx.

:mad:
 

Rkey

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Oh and dant... Back in the day, Sonic- had a rapidfire homing attack that would keep homing until it missed. It worked on NTSC Brawl just fine... But on PAL it froze. So I suspect there to be more differences than just sfx.

:mad:
Can't we just ignore that for now? If we can get the SFX-converting to work, a LOT of worktime for MANY people will be reduced to mere minutes.
 
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