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BrawlInstallerLib.py
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BrawlInstallerLib.py
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version = "1.0"
# BrawlInstallerLib
# Functions used by BrawlInstaller plugins
import binascii
import clr
clr.AddReference("System.Drawing")
clr.AddReference("System.IO.Compression.FileSystem")
from BrawlCrate.API import BrawlAPI
from BrawlCrate.API.BrawlAPI import AppPath
from BrawlCrate.UI import *
from BrawlLib.SSBB.ResourceNodes import *
from BrawlLib.SSBB.Types import *
from BrawlLib.Internal import *
from BrawlLib.Internal.Windows.Forms import *
from BrawlCrate.NodeWrappers import *
from BrawlCrate.ExternalInterfacing.ColorSmash import *
from BrawlLib.Wii.Textures import *
from System.IO import *
from System import Array
from System.Diagnostics import Process
from System.Drawing import Size
from System.Collections.Generic import *
from BrawlLib.SSBB.ResourceNodes.ProjectPlus import *
from System.IO.Compression import ZipFile
# TODO: Rename files when importing for most things
#region CONSTANTS
RESOURCE_PATH = AppPath + '/BrawlAPI/Resources/BrawlInstaller'
BASE_BACKUP_PATH = AppPath + '\\Backups'
BACKUP_PATH = BASE_BACKUP_PATH + '\\backup'
FIGHTER_IDS = {
0 : "Mario",
1 : "Donkey",
2 : "Link",
3 : "Samus",
4 : "Yoshi",
5 : "Kirby",
6 : "Fox",
7 : "Pikachu",
8 : "Luigi",
9 : "Captain",
10 : "Ness",
11 : "Koopa",
12 : "Peach",
13 : "Zelda",
14 : "Sheik",
15 : "Popo",
16 : "Nana",
17 : "Marth",
18 : "GameWatch",
19 : "Falco",
20 : "Ganon",
21 : "Wario",
22 : "MetaKnight",
23 : "Pit",
24 : "SZeroSuit",
25 : "Pikmin",
26 : "Lucas",
27 : "Diddy",
28 : "PokeTrainer",
29 : "PokeLizardon",
30 : "PokeZenigame",
31 : "PokeFushigisou",
32 : "Dedede",
33 : "Lucario",
34 : "Ike",
35 : "Robot",
36 : "Pramai",
37 : "Purin",
38 : "Mewtwo",
39 : "Roy",
40 : "Dr_Mario",
41 : "ToonLink",
42 : "ToonZelda",
43 : "ToonSheik",
44 : "Wolf",
45 : "Dixie",
46 : "Snake",
47 : "Sonic",
48 : "GKoopa",
49 : "WarioMan",
50 : "ZakoBoy",
51 : "ZakoGirl",
52 : "ZakoChild",
53 : "ZakoBall",
54 : "MarioD"
}
KIRBY_SOUNDBANKS = {
"Mario" : 57,
"Donkey" : 45,
"Link" : 53,
"Samus" : 71,
"Yoshi" : 75,
"Kirby" : 41,
"Fox" : 47,
"Pikachu" : 62,
"Luigi" : 56,
"Captain" : 42,
"Ness" : 60,
"Koopa" : 52,
"Peach" : 61,
"Zelda" : 68,
"Sheik" : 68,
"Popo" : 50,
"Nana" : 50,
"Marth" : 58,
"GameWatch" : 48,
"Falco" : 46,
"Ganon" : 49,
"Wario" : 73,
"MetaKnight" : 59,
"Pit" : 64,
"SZeroSuit" : 71,
"Pikmin" : 63,
"Lucas" : 55,
"Diddy" : 44,
"PokeTrainer" : 0,
"PokeLizardon" : 41,
"PokeZenigame" : 41,
"PokeFushigisou" : 41,
"Dedede" : 43,
"Lucario" : 54,
"Ike" : 51,
"Robot" : 67,
"Pramai" : 0,
"Purin" : 34,
"Mewtwo" : 0,
"Roy" : 0,
"Dr_Mario" : 0,
"ToonLink" : 72,
"ToonZelda" : 0,
"ToonSheik" : 0,
"Wolf" : 74,
"Dixie" : 0,
"Snake" : 69,
"Sonic" : 70,
"GKoopa" : 0,
"WarioMan" : 73,
"ZakoBoy" : 0,
"ZakoGirl" : 0,
"ZakoChild" : 0,
"ZakoBall" : 0,
"MarioD" : 0
}
#endregion CONSTANTS
#region HELPER FUNCTIONS
# These are common functions frequently used by parts of the BrawlInstaller plugin suite
# Get child node by name; similar to markyMawwk's function, but didn't want to make it a dependency
def getChildByName(node, name):
if node.Children:
for child in node.Children:
if child.Name == str(name):
return child
return 0
# Get child node by FighterID
def getChildByFighterID(node, fighterId):
if node.Children:
for child in node.Children:
if child.FighterID == int(fighterId, 16):
return child
return 0
# Helper function to sort PAT0Entry nodes by FrameIndex
def sortChildrenByFrameIndex(parentNode):
childList = []
for child in parentNode.Children:
childList.append(child)
for child in childList:
while child.PrevSibling() is not None and child.FrameIndex < child.PrevSibling().FrameIndex:
child.MoveUp()
# Helper function that gets files from a directory by their name
def getFileByName(name, directory):
files = Directory.GetFiles(directory.FullName, name)
if files:
return getFileInfo(files[0])
else:
return 0
# Helper function that gets a directory from a base directory by specified name
def getDirectoryByName(name, baseDirectory):
for directory in baseDirectory:
if directory.Name == name:
return directory
return 0
# Helper function to get FileInfo object for file and return an error if invalid
def getFileInfo(filePath):
try:
return FileInfo(filePath)
except Exception as e:
BrawlAPI.ShowMessage("Error occurred trying to process filepath " + filePath + ", please check that the default build path and all paths in settings.ini are formatted correctly.", "Filepath Error")
raise e
# Helper function that gets names of all files in the provided directory
def getFileNames(directory):
files = directory.GetFiles()
fileNames = [0] * len(files)
for i, file in enumerate(files):
fileNames[i] = file.FullName
return Array[str](fileNames)
# Helper function that imports a texture automatically without prompting the user
def importTexture(node, imageSource, format, sizeW=0, sizeH=0):
dlg = TextureConverterDialog()
dlg.ImageSource = imageSource
dlg.InitialFormat = format
dlg.Automatic = 1
# Resize image if sizes are passed in
if sizeW != 0:
if sizeH != 0:
# If both width and height are passed in, resize using both
dlg.InitialSize = Size(sizeW, sizeH)
# If only width is passed in, use it for both
else:
dlg.InitialSize = Size(sizeW, sizeW)
dlg.ShowDialog(MainForm.Instance, node)
dlg.Dispose()
texFolder = getChildByName(node, "Textures(NW4R)")
newNode = texFolder.Children[len(texFolder.Children) - 1]
return newNode
# Helper function that checks if the file passed in is opened in BrawlCrate
def checkOpenFile(fileName):
if str(BrawlAPI.RootNode) != "None":
if str(BrawlAPI.RootNode.Name).startswith(fileName):
return 1
return 0
# Got this helper method from markymawwk's code, adds leading zeroes
def addLeadingZeros(value, count):
while len(str(value)) < count:
value = "0" + str(value)
return str(value)
# Gotten from markymawwk's code, gets song IDs that have already been used for tracklists
def getUsedSongIds(parentNode):
IDs = []
for track in parentNode.Children:
if track.SongID >= 61440: #0xF000
IDs.append(track.SongID)
return IDs
# Helper function to get children where the first characters match what is passed in
def getChildrenByPrefix(parentNode, prefix):
matches = []
for child in parentNode.Children:
if child.Name.StartsWith(prefix):
matches.append(child)
return matches
# Helper function to add a new pat0TexEntry to specified pat0
def addToPat0(parentNode, pat0NodeName, pat0texNodeName, name, texture, frameIndex, palette="", frameCountOffset=0, overrideFrameCount=0):
pat0Node = getChildByName(getChildByName(parentNode, "AnmTexPat(NW4R)"), pat0NodeName)
# Add to pat0texNode
pat0texNode = getChildByName(pat0Node, pat0texNodeName).Children[0]
pat0texEntryNode = PAT0TextureEntryNode()
pat0texEntryNode.FrameIndex = frameIndex
pat0texEntryNode.Name = name
pat0texEntryNode.Texture = texture
pat0texNode.AddChild(pat0texEntryNode)
# Palette gets screwed up for some reason if we don't do it this way
if palette != "":
pat0texEntryNode = getChildByName(pat0texNode, name)
pat0texEntryNode.Palette = palette
sortChildrenByFrameIndex(pat0texNode)
if overrideFrameCount > pat0texNode.Children[len(pat0texNode.Children) - 1].FrameIndex + frameCountOffset:
pat0Node.FrameCount = overrideFrameCount
elif frameCountOffset != 0:
pat0Node.FrameCount = pat0texNode.Children[len(pat0texNode.Children) - 1].FrameIndex + frameCountOffset
# Helper function to remove pat0TexEntry from specified pat0
def removeFromPat0(parentNode, pat0NodeName, pat0texNodeName, name, frameCountOffset=0, overrideFrameCount=0):
pat0Node = getChildByName(getChildByName(parentNode, "AnmTexPat(NW4R)"), pat0NodeName)
# Remove from pat0texNode
pat0texNode = getChildByName(pat0Node, pat0texNodeName).Children[0]
pat0texEntryNode = getChildByName(pat0texNode, name)
if pat0texEntryNode:
pat0texEntryNode.Remove()
if overrideFrameCount > pat0texNode.Children[len(pat0texNode.Children) - 1].FrameIndex + frameCountOffset:
pat0Node.FrameCount = overrideFrameCount
elif frameCountOffset != 0:
pat0Node.FrameCount = pat0texNode.Children[len(pat0texNode.Children) - 1].FrameIndex + frameCountOffset
# Get value of key from settings
def readValueFromKey(settings, key):
# Search for a matching key and if one is found, return value
for line in settings:
if line.StartsWith(';') or len(line) == 0:
continue
if line.split(' = ')[0] == key:
return str(line.split(' = ')[1]).strip()
return 0
# Check if fighter ID is already in use
def getFighterConfig(fighterId):
fighterConfigs = Directory.GetFiles(MainForm.BuildPath + '/pf/BrawlEx/FighterConfig', 'Fighter' + str(fighterId) + '.dat')
if fighterConfigs:
return fighterConfigs[0]
else:
return 0
# Check if cosmetic ID is already in use
def getCosmeticConfig(fighterId):
cosmeticConfigs = Directory.GetFiles(MainForm.BuildPath + '/pf/BrawlEx/CosmeticConfig', 'Cosmetic' + str(fighterId) + '.dat')
if cosmeticConfigs:
return cosmeticConfigs[0]
else:
return 0
# Check if slot ID is already in use
def getSlotConfig(fighterId):
slotConfigs = Directory.GetFiles(MainForm.BuildPath + '/pf/BrawlEx/SlotConfig', 'Slot' + str(fighterId) + '.dat')
if slotConfigs:
return slotConfigs[0]
else:
return 0
# Get song name from Results.tlst by song ID
def getSongNameById(songId):
BrawlAPI.OpenFile(MainForm.BuildPath + '/pf/sound/tracklist/Results.tlst')
for song in BrawlAPI.RootNode.Children:
if song.SongID == songId:
BrawlAPI.ForceCloseFile()
return song.SongFileName.split('Victory!/')[1]
BrawlAPI.ForceCloseFile()
return 0
# Get the victory theme of a fighter by their ID
def getVictoryThemeByFighterId(fighterId):
slotConfig = getSlotConfig(fighterId)
if slotConfig:
BrawlAPI.OpenFile(slotConfig)
songId = BrawlAPI.RootNode.VictoryTheme
BrawlAPI.ForceCloseFile()
songName = getSongNameById(songId)
return songName
return 0
# Get the victory theme ID of a fighter by their ID
def getVictoryThemeIDByFighterId(fighterId):
slotConfig = getSlotConfig(fighterId)
if slotConfig:
BrawlAPI.OpenFile(slotConfig)
songId = BrawlAPI.RootNode.VictoryTheme
BrawlAPI.ForceCloseFile()
return songId
return 0
# Helper method to more easily copy files
def copyFile(sourcePath, destinationPath):
Directory.CreateDirectory(destinationPath)
File.Copy(sourcePath, destinationPath + '/' + getFileInfo(sourcePath).Name)
# Helper method to create a backup of the provided file with correct folder structure
def createBackup(sourcePath):
fullPath = BACKUP_PATH + sourcePath.replace(MainForm.BuildPath, '')
path = fullPath.replace(getFileInfo(sourcePath).Name, '')
Directory.CreateDirectory(path)
if File.Exists(sourcePath) and not File.Exists(fullPath):
File.Copy(sourcePath, fullPath)
# Helper method to check if a file is open, and if it is not, open it and create a backup
def openFile(filePath):
nodeName = getFileInfo(filePath).Name.split('.')[0]
fileOpened = checkOpenFile(nodeName)
if fileOpened == 0:
createBackup(filePath)
fileOpened = BrawlAPI.OpenFile(filePath)
return fileOpened
# Helper method to more easily copy and rename files
def copyRenameFile(sourcePath, newName, destinationPath):
Directory.CreateDirectory(destinationPath)
File.Copy(sourcePath, destinationPath + '/' + newName)
# Return the text version of a boolean value
def boolText(boolVal):
if boolVal == True:
return "true"
else:
return "false"
#endregion HELPER FUNCTIONS
#region IMPORT FUNCTIONS
# Functions used by the BrawlInstaller suite to add elements to a build
# Import CSPs
def importCSPs(cosmeticId, directory, rspLoading="false"):
# If sc_selcharacter is not already opened, open it
fileOpened = openFile(MainForm.BuildPath + '/pf/menu2/sc_selcharacter.pac')
if fileOpened:
# Find char_bust_tex_lz77
arcNode = getChildByName(BrawlAPI.RootNode, "char_bust_tex_lz77")
# Create a new node and then sort
newNode = BRRESNode()
newNode.Name = "Misc Data [" + str(cosmeticId) + "]"
newNode.FileType = ARCFileType.MiscData
newNode.FileIndex = cosmeticId
newNode.Compression = "ExtendedLZ77"
arcNode.AddChild(newNode)
BaseWrapper.Wrap(arcNode).SortChildrenByFileIndex()
# Import images from folders
for folder in Directory.GetDirectories(directory.FullName):
images = Directory.GetFiles(folder, "*.png")
# Color smash images in folders with multiple
if len(images) > 1:
ColorSmashImport(newNode, images, 256)
else:
importTexture(newNode, images[0], WiiPixelFormat.CI8, 128, 160)
# Rename the texture nodes
texFolder = getChildByName(newNode, "Textures(NW4R)")
texNodes = texFolder.GetChildrenRecursive()
i = 1
for texNode in texNodes:
texNode.Name = "MenSelchrFaceB." + addLeadingZeros(str((cosmeticId * 10) + i), 2)
i += 1
# Export RSP while we're at it
newNode.Compression = "None"
# Back up RSP if it exists
createBackup(MainForm.BuildPath + '/pf/menu/common/char_bust_tex/MenSelchrFaceB' + str(cosmeticId) + '0.brres')
newNode.Export(MainForm.BuildPath + '/pf/menu/common/char_bust_tex/MenSelchrFaceB' + str(cosmeticId) + '0.brres')
# Set compression back
newNode.Compression = "ExtendedLZ77"
# If user has RSP loading on, get rid of changes to this file
if rspLoading == "true":
newNode.Remove()
# Import stock icons
def importStockIcons(cosmeticId, directory, tex0BresName, pat0BresName, rootName="", filePath='/pf/info2/info.pac', fiftyCC="true"):
# If info.pac is not already opened, open it
# Check this out: https://github.com/soopercool101/BrawlCrate/blob/b089bf32f0cfb2b5f1e6d729b95da4dd169903f2/BrawlCrate/NodeWrappers/Graphics/TEX0Wrapper.cs#L231
fileOpened = openFile(MainForm.BuildPath + filePath)
if fileOpened:
rootNode = BrawlAPI.RootNode
if rootName != "":
rootNode = getChildByName(BrawlAPI.RootNode, rootName)
if tex0BresName != "":
node = getChildByName(rootNode, tex0BresName)
else:
node = rootNode
# Import images and color smash them
totalImages = []
for folder in Directory.GetDirectories(directory.FullName):
images = Directory.GetFiles(folder, "*.png")
# Color smash images in folders with multiple
if len(images) > 1:
ColorSmashImport(node, images, 256)
else:
importTexture(node, images[0], WiiPixelFormat.CI8, 32, 32)
for image in images:
totalImages.append(image)
# Rename the texture nodes
texFolder = getChildByName(node, "Textures(NW4R)")
# Get the starting ID for imported stocks
newId = (cosmeticId * 50) + 1 if fiftyCC == "true" else int(str(cosmeticId) + "1")
# Change the name of each newly added node and store it
texNodes = []
imageCount = len(totalImages)
while imageCount > 0:
texNode = texFolder.Children[len(texFolder.Children) - imageCount]
# If using 50CC, the ID should be 4 characters, otherwise it's 3
texNode.Name = "InfStc." + addLeadingZeros(str(newId), 4 if fiftyCC == "true" else 3)
texNodes.append(texNode)
newId += 1
imageCount -= 1
# Add to pat0
if pat0BresName == "":
return
pat0BresNode = getChildByName(rootNode, pat0BresName)
anmTexPat = getChildByName(pat0BresNode, "AnmTexPat(NW4R)")
if (BrawlAPI.RootNode.Name.StartsWith("sc_selmap")):
pat0Nodes = [ getChildByName(anmTexPat, "MenSelmapPlayer1_TopN"), getChildByName(anmTexPat, "MenSelmapPlayer2_TopN"), getChildByName(anmTexPat, "MenSelmapPlayer3_TopN"), getChildByName(anmTexPat, "MenSelmapPlayer4_TopN") ]
else:
pat0Nodes = [ getChildByName(anmTexPat, "InfStockface_TopN__0") ]
for pat0Node in pat0Nodes:
# For each texture we added, add a pat0 entry
for texNode in texNodes:
# Frame count is 9201 with 50 CC, 501 without, and it's 9301 or 601 on sc_selmap
frameCount = 9201 if fiftyCC == "true" else 501
if BrawlAPI.RootNode.Name.StartsWith("sc_selmap"):
frameCount += 100
addToPat0(pat0BresNode, pat0Node.Name, pat0Node.Children[0].Name, texNode.Name, texNode.Name, int(texNode.Name.split('.')[1]), palette=texNode.Name, frameCountOffset=1, overrideFrameCount=frameCount)
# Create battle portraits frome images
def createBPs(cosmeticId, images, fiftyCC="true"):
# For 50 costume code, we must multiply the cosmetic ID by 50
newId = (cosmeticId * 50) + 1 if fiftyCC == "true" else int(str(cosmeticId) + "1")
# Create a BP file for each texture
for image in images:
outputPath = MainForm.BuildPath + '/pf/info/portrite/InfFace' + addLeadingZeros(str(newId), 4 if fiftyCC == "true" else 3) + '.brres'
# If the file exists already, make a backup (probably will never hit this because of the delete coming first on install but just in case)
createBackup(outputPath)
BrawlAPI.New[BRRESNode]()
importTexture(BrawlAPI.RootNode, image, WiiPixelFormat.CI8)
BrawlAPI.SaveFileAs(outputPath)
newId += 1
BrawlAPI.ForceCloseFile()
# Update and move EX config files
def modifyExConfigs(files, cosmeticId, fighterId, fighterName, franchiseIconId=-1, useKirbyHat=False, newSoundBankId="", victoryThemeId=0, kirbyHatFighterId=-1):
# Iterate through each file
for file in files:
file = getFileInfo(file)
BrawlAPI.OpenFile(file.FullName)
# Update CosmeticID field and rename CosmeticConfig
if file.Name.lower().StartsWith("cosmetic"):
BrawlAPI.RootNode.CosmeticID = cosmeticId
# TODO: Allow users to choose redirects
BrawlAPI.RootNode.HasSecondary = False
if franchiseIconId != -1:
BrawlAPI.RootNode.FranchiseIconID = franchiseIconId - 1
# Back up first
createBackup(MainForm.BuildPath + '/pf/BrawlEx/CosmeticConfig/' + file.Name.replace(file.Name, "Cosmetic" + fighterId + ".dat"))
BrawlAPI.SaveFileAs(MainForm.BuildPath + '/pf/BrawlEx/CosmeticConfig/' + file.Name.replace(file.Name, "Cosmetic" + fighterId + ".dat"))
# Rename FighterConfig
if file.Name.lower().StartsWith("fighter"):
# TODO: Update fighter name based on fit[fighter].pac?
if useKirbyHat:
BrawlAPI.RootNode.KirbyLoadType = FCFGNode.KirbyLoadFlags.Single
BrawlAPI.RootNode.HasKirbyHat = 1
# Set kirby soundbank
if kirbyHatFighterId != -1:
kirbySoundbank = KIRBY_SOUNDBANKS[FIGHTER_IDS[kirbyHatFighterId]]
if kirbySoundbank:
BrawlAPI.RootNode.KirbySoundBank = kirbySoundbank
else:
BrawlAPI.RootNode.KirbyLoadType = FCFGNode.KirbyLoadFlags.None
BrawlAPI.RootNode.HasKirbyHat = 0
if newSoundBankId != "":
BrawlAPI.RootNode.SoundBank = int(newSoundBankId, 16)
# Set fighter name
BrawlAPI.RootNode.FighterName = fighterName.upper()
BrawlAPI.RootNode.PacName = fighterName + '/Fit' + fighterName.upper() + '.pac'
BrawlAPI.RootNode.KirbyPacName = 'kirby/FitKirby' + fighterName.upper() + '.pac'
BrawlAPI.RootNode.ModuleName = 'ft_' + fighterName.lower() + '.rel'
BrawlAPI.RootNode.InternalFighterName = fighterName.upper()
# Back up first
createBackup(MainForm.BuildPath + '/pf/BrawlEx/FighterConfig/' + file.Name.replace(file.Name, "Fighter" + fighterId + ".dat"))
BrawlAPI.SaveFileAs(MainForm.BuildPath + '/pf/BrawlEx/FighterConfig/' + file.Name.replace(file.Name, "Fighter" + fighterId + ".dat"))
# Rename CSSSlotConfig
if file.Name.lower().StartsWith("cssslot"):
# TODO: Allow users to choose redirects
BrawlAPI.RootNode.SetPrimarySecondary = False
BrawlAPI.RootNode.SetCosmeticSlot = False
# Back up first
createBackup(MainForm.BuildPath + '/pf/BrawlEx/CSSSlotConfig/' + file.Name.replace(file.Name, "CSSSlot" + fighterId + ".dat"))
BrawlAPI.SaveFileAs(MainForm.BuildPath + '/pf/BrawlEx/CSSSlotConfig/' + file.Name.replace(file.Name, "CSSSlot" + fighterId + ".dat"))
# Rename SlotConfig
if file.Name.lower().StartsWith("slot"):
if victoryThemeId:
BrawlAPI.RootNode.VictoryTheme = victoryThemeId
# TODO: Allow users to choose redirects
BrawlAPI.RootNode.SetSlot = False
# Back up first
createBackup(MainForm.BuildPath + '/pf/BrawlEx/SlotConfig/' + file.Name.replace(file.Name, "Slot" + fighterId + ".dat"))
BrawlAPI.SaveFileAs(MainForm.BuildPath + '/pf/BrawlEx/SlotConfig/' + file.Name.replace(file.Name, "Slot" + fighterId + ".dat"))
BrawlAPI.ForceCloseFile()
# Import CSS icon
def importCSSIcon(cosmeticId, iconImagePath, format):
# If sc_selcharacter is not already opened, open it
fileOpened = openFile(MainForm.BuildPath + '/pf/menu2/sc_selcharacter.pac')
if fileOpened:
# Import icon texture
node = getChildByName(BrawlAPI.RootNode, "Misc Data [70]")
newNode = importTexture(node, iconImagePath, format)
newNode.Name = "MenSelchrChrFace." + addLeadingZeros(str(cosmeticId), 3)
# Sort textures
newNode.Parent.SortChildren()
# Add CSS icon to CSS
node = getChildByName(BrawlAPI.RootNode, "Misc Data [30]")
anmTexPat = getChildByName(node, "AnmTexPat(NW4R)")
pat0Nodes = getChildrenByPrefix(anmTexPat, "MenSelchrFace")
for pat0Node in pat0Nodes:
addToPat0(node, pat0Node.Name, "Face02", newNode.Name, newNode.Name, int(str(cosmeticId) + "1"), palette=newNode.Name, frameCountOffset=10)
# Import replay icon
def importReplayIcon(cosmeticId, replayIconImagePath):
# If sc_selcharacter is not already opened, open it
fileOpened = openFile(MainForm.BuildPath + '/pf/menu/collection/Replay.brres')
if fileOpened:
# Import icon texture
newNode = importTexture(BrawlAPI.RootNode, replayIconImagePath, WiiPixelFormat.CI8)
newNode.Name = "MenReplayChr." + addLeadingZeros(str(cosmeticId) + "1", 3)
# Add replay icon to pat0
anmTexPat = getChildByName(BrawlAPI.RootNode, "AnmTexPat(NW4R)")
pat0Node = getChildByName(anmTexPat, "MenReplayPreview2_TopN__0")
addToPat0(BrawlAPI.RootNode, pat0Node.Name, "lambert78", newNode.Name, newNode.Name, int(str(cosmeticId) + "1"), palette=newNode.Name, frameCountOffset=10)
# Import CSS icon name
def importCSSIconName(cosmeticId, nameImagePath):
# If sc_selcharacter is not already opened, open it
fileOpened = openFile(MainForm.BuildPath + '/pf/menu2/sc_selcharacter.pac')
if fileOpened:
# Import icon name texture
node = getChildByName(BrawlAPI.RootNode, "Misc Data [70]")
newNode = importTexture(node, nameImagePath, WiiPixelFormat.I4)
newNode.Name = "MenSelchrChrNmS." + addLeadingZeros(str(cosmeticId), 3)
# Sort textures
newNode.Parent.SortChildren()
# Add CSS icon name to CSS
node = getChildByName(BrawlAPI.RootNode, "Misc Data [30]")
anmTexPat = getChildByName(node, "AnmTexPat(NW4R)")
pat0Nodes = getChildrenByPrefix(anmTexPat, "MenSelchrFace")
for pat0Node in pat0Nodes:
addToPat0(node, pat0Node.Name, "Face06", newNode.Name, newNode.Name, int(str(cosmeticId) + "1"), frameCountOffset=10)
# Import name for character select portrait
def importPortraitName(cosmeticId, file):
# If sc_selcharacter is not already opened, open it
fileOpened = openFile(MainForm.BuildPath + '/pf/menu2/sc_selcharacter.pac')
if fileOpened:
# Import name
node = getChildByName(BrawlAPI.RootNode, "Misc Data [30]")
newNode = importTexture(node, file, WiiPixelFormat.I4)
newNode.Name = "MenSelchrChrNm." + addLeadingZeros(str(cosmeticId), 2) + '1'
frameIndex = int(str(cosmeticId) + "1")
addToPat0(node, "MenSelchrCname4_TopN__0", "Card010", newNode.Name, newNode.Name, frameIndex, frameCountOffset=10, overrideFrameCount=2561)
addToPat0(node, "MenSelchrCname4_TopN__0", "Card011", newNode.Name, newNode.Name, frameIndex, frameCountOffset=10, overrideFrameCount=2561)
# Import franchise icon into CSS or info
def importFranchiseIcon(franchiseIconId, image, filePath, size):
fileNodeName = filePath.split('.')[0].split('/')[-1]
fileOpened = openFile(MainForm.BuildPath + filePath)
if fileOpened:
# Import icon
node = getChildByName(BrawlAPI.RootNode, "Misc Data [30]")
if fileNodeName == "sc_selcharacter":
# set format based on size: <= 64 should be I4, greater should be I8
format = WiiPixelFormat.I4 if size <= 64 else WiiPixelFormat.I8
newNode = importTexture(node, image, format, sizeW=size)
pat0texNodeName = "Card04"
pat0NodeName = "MenSelchrCmark4_TopN__0"
if fileNodeName == "info":
newNode = importTexture(node, image, WiiPixelFormat.I4, sizeW=48)
pat0texNodeName = "lambert110"
pat0NodeName = "InfMark_TopN__0"
newNode.Name = "MenSelchrMark." + addLeadingZeros(str(franchiseIconId), 2)
addToPat0(node, pat0NodeName, pat0texNodeName, newNode.Name, newNode.Name, franchiseIconId, frameCountOffset=1)
# Add franchise icon to result screen
def importFranchiseIconResult(franchiseIconId, image):
fileOpened = openFile(MainForm.BuildPath + '/pf/stage/melee/STGRESULT.pac')
if fileOpened:
# Import icon
node = getChildByName(getChildByName(BrawlAPI.RootNode, "2"), "Misc Data [110]")
newNode = importTexture(node, image, WiiPixelFormat.CI4, sizeW=80)
newNode.Name = "MenSelchrMark." + addLeadingZeros(str(franchiseIconId), 2)
# Add 3D model
modelFolder = getChildByName(node, "3DModels(NW4R)")
mdl0Node = MDL0Node()
mdl0Node.Name = "InfResultMark" + addLeadingZeros(str(franchiseIconId), 2) + "_TopN"
modelFolder.AddChild(mdl0Node)
mdl0Node.Replace(RESOURCE_PATH + '/InfResultMark##_TopN.mdl0')
mdl0MatRefNode = getChildByName(getChildByName(getChildByName(mdl0Node, "Materials"), "Mark"), "MenSelchrMark.##")
mdl0MatRefNode.Name = newNode.Name
mdl0MatRefNode.Texture = newNode.Name
mdl0MatRefNode.Palette = newNode.Name
# Add color sequence
colorFolder = getChildByName(node, "AnmClr(NW4R)")
clr0Node = CLR0Node()
clr0Node.Name = "InfResultMark" + addLeadingZeros(str(franchiseIconId), 2) + "_TopN"
colorFolder.AddChild(clr0Node)
clr0Node.Replace(RESOURCE_PATH + '/InfResultMark01_TopN.clr0')
# Update the module file with fighter ID
def updateModule(file, directory, fighterId, fighterName):
file = getFileInfo(file)
BrawlAPI.OpenFile(file.FullName)
# Get section 8 and export it
node = getChildByName(BrawlAPI.RootNode, "Section [8]")
if node:
node.Export(directory.FullName + "/Section [8]")
BrawlAPI.ForceCloseFile()
# Get the exported section 8 file
sectionFile = directory.FullName + "/Section [8]"
# Read the section 8 file and write to it
with open(sectionFile, mode='r+b') as editFile:
section8 = editFile.read()
editFile.seek(3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(0)
section8Modified = editFile.read()
editFile.close()
# Read the module file
with open(file.FullName, mode='r+b') as moduleFile:
data = str(moduleFile.read())
moduleFile.close()
# Where the module file matches section 8, replace it with our modified section 8 values
updatedData = data.replace(section8, section8Modified)
with open(file.FullName, mode='r+b') as moduleFile:
moduleFile.seek(0)
moduleFile.write(updatedData)
# Back up if already exists
createBackup(MainForm.BuildPath + '/pf/module/ft_' + fighterName.lower() + '.rel')
File.Copy(file.FullName, MainForm.BuildPath + '/pf/module/ft_' + fighterName.lower() + '.rel', 1)
elif BrawlAPI.RootNode.Name == 'ft_pit':
updateModulePit(file.FullName, directory, fighterId, fighterName)
def updateModulePit(file, directory, fighterId, fighterName):
file = getFileInfo(file)
BrawlAPI.OpenFile(file.FullName)
# Get section 8 and export it
node = getChildByName(BrawlAPI.RootNode, "Section [1]")
node.Export(directory.FullName + "/Section [1]")
BrawlAPI.ForceCloseFile()
# Get the exported section 8 file
sectionFile = directory.FullName + "/Section [1]"
# Read the section 8 file and write to it
with open(sectionFile, mode='r+b') as editFile:
section1 = editFile.read()
editFile.seek(int(0xA0) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(int(0x168) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(int(0x1804) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(int(0x8E4C) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(int(0x8F3C) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(int(0xDAE8) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(int(0xDB50) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(int(0xDBAC) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(int(0x15A90) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(int(0x16CC8) + 3)
editFile.write(binascii.unhexlify(fighterId))
editFile.seek(0)
section1Modified = editFile.read()
editFile.close()
# Read the module file
with open(file.FullName, mode='r+b') as moduleFile:
data = str(moduleFile.read())
moduleFile.close()
# Where the module file matches section 8, replace it with our modified section 8 values
updatedData = data.replace(section1, section1Modified)
with open(file.FullName, mode='r+b') as moduleFile:
moduleFile.seek(0)
moduleFile.write(updatedData)
# Back up if already exists
createBackup(MainForm.BuildPath + '/pf/module/ft_' + fighterName.lower() + '.rel')
File.Copy(file.FullName, MainForm.BuildPath + '/pf/module/ft_' + fighterName.lower() + '.rel', 1)
# Move fighter files to fighter folder
def moveFighterFiles(files, fighterName, originalFighterName=""):
for file in files:
file = getFileInfo(file)
# TODO: rename files based on fighter name?
if originalFighterName != "":
path = MainForm.BuildPath + '/pf/fighter/' + fighterName.lower().replace(originalFighterName.lower(), fighterName) + '/' + file.Name.lower().replace(originalFighterName.lower(), fighterName.lower())
else:
path = MainForm.BuildPath + '/pf/fighter/' + fighterName.lower() + '/' + file.Name
# Back up if already exists
createBackup(path)
getFileInfo(path).Directory.Create()
File.Copy(file.FullName, path, 1)
# Soundbank IDs are between 331 and 586, or 14B and 24A in hex
def updateSoundbankId(fighterFile, sawndReplacerExe, sfxChangeExe, oldSoundbankId, newSoundBankId, addSeven="true"):
Directory.SetCurrentDirectory(sawndReplacerExe.Directory.FullName)
# Set up should go like this: Are your sound bank IDs usually in hex? (If no) Do you usually need to add 7 when naming your soundbanks?
# Or something like that, basically we should support hex, decimal, and decimal + 7 formats. So in some cases, this may not actually add + 7
# Actually probably just ask hex/dec and then +7/not +7 for best experience
modifier = 7 if addSeven == "true" else 0
p = Process.Start(sawndReplacerExe.FullName, 'extoex ' + str(hex(int(oldSoundbankId, 16) + modifier)) + ' ' + str(hex(int(newSoundBankId, 16) + modifier)) + ' "' + sfxChangeExe.Directory.FullName + '/sound.txt"')
p.WaitForExit()
p.Dispose()
Directory.SetCurrentDirectory(AppPath)
BrawlAPI.OpenFile(fighterFile.FullName)
moveset = getChildByName(BrawlAPI.RootNode, "Misc Data [0]")
moveset.Export(sfxChangeExe.Directory.FullName + '/moveset.dat')
Directory.SetCurrentDirectory(sfxChangeExe.Directory.FullName)
p = Process.Start(sfxChangeExe.FullName, 'moveset.dat ' + 'sound.txt')
p.WaitForExit()
p.Dispose
Directory.SetCurrentDirectory(AppPath)
moveset.Replace(sfxChangeExe.Directory.FullName + '/moveset_sfxconverted.dat')
BrawlAPI.SaveFile()
BrawlAPI.ForceCloseFile()
# Move soundbank to build
# Before P+, soundbanks would be named in decimal + 7. So soundbank 1CB would be 459 + 7 = 466
def moveSoundbank(file, newSoundBankId=""):
if newSoundBankId == "":
fileName = file.Name
else:
fileName = newSoundBankId.upper() + '.sawnd'
path = MainForm.BuildPath + '/pf/sfx/' + fileName
# If the soundbank already exists, back it up
createBackup(path)
File.Copy(file.FullName, path, 1)
# Add character to CSSRoster.dat
def addToRoster(fighterId):
changesMade = False
fileOpened = openFile(MainForm.BuildPath + '/pf/BrawlEx/CSSRoster.dat')
if fileOpened:
# Add character to character select
folder = getChildByName(BrawlAPI.RootNode, "Character Select")
existingNode = getChildByFighterID(folder, fighterId)
if existingNode == 0:
newNode = RSTCEntryNode()
newNode.FighterID = int(fighterId, 16)
folder.AddChild(newNode)
changesMade = True
# Add character to random select
folder = getChildByName(BrawlAPI.RootNode, "Random Character List")
existingNode = getChildByFighterID(folder, fighterId)
if existingNode == 0:
newNode = RSTCEntryNode()
newNode.FighterID = int(fighterId, 16)
folder.AddChild(newNode)
changesMade = True
return changesMade
# Add Kirby hat fixes
# Check kirby soundbanks here: http://opensa.dantarion.com/wiki/Soundbanks_(Brawl)
def addKirbyHat(characterName, fighterId, kirbyHatFigherId, kirbyHatExe):
kirbyHatPath = getFileInfo(kirbyHatExe).DirectoryName
# Start back up all kirby files
createBackup(kirbyHatPath + '/codeset.txt')
createBackup(kirbyHatPath + '/EX_KirbyHats.txt')
createBackup(MainForm.BuildPath + '/pf/BrawlEx/KirbyHat.kbx')
createBackup(MainForm.BuildPath + '/pf/module/ft_kirby.rel')
createBackup(MainForm.BuildPath + '/Source/Extras/KirbyHatEX.asm')
createBackup(MainForm.BuildPath + '/BOOST.GCT')
createBackup(MainForm.BuildPath + '/NETBOOST.GCT')
createBackup(MainForm.BuildPath + '/RSBE01.GCT')
createBackup(MainForm.BuildPath + '/NETPLAY.GCT')
#End back up kirby files
Directory.SetCurrentDirectory(kirbyHatPath)
fileText = File.ReadAllLines(kirbyHatPath + '/EX_KirbyHats.txt')
matchFound = False
i = 0
# Search for a matching fighter ID and if one is found, replace the line
while i < len(fileText):
line = fileText[i]
if line.StartsWith('/') or line.StartsWith('#') or len(line) == 0:
i += 1
continue
# Get the figher ID out of the line
foundId = line.split(' = ')[1].split(' : ')[0]
if foundId == '0x' + str(fighterId) or foundId == int(fighterId, 16):
matchFound = True
fileText[i] = '"' + characterName + '" = 0x' + fighterId + ' : 0x' + kirbyHatFigherId
i += 1
# Write updated file
if matchFound:
File.WriteAllLines(kirbyHatPath + '/EX_KirbyHats.txt', fileText)
else:
File.AppendAllText(kirbyHatPath + '/EX_KirbyHats.txt', '\n"' + characterName + '" = 0x' + fighterId + ' : 0x' + kirbyHatFigherId)
# Run exe
p = Process.Start(kirbyHatExe, '1 1 1 1 1 -q')
p.WaitForExit()
p.Dispose()
Directory.SetCurrentDirectory(AppPath)
# Move Kirby hat files
def moveKirbyHatFiles(files, oldFighterName="", newFighterName=""):
for file in files:
# TODO: rename files based on fighter name?
file = getFileInfo(file)
if oldFighterName != "" and newFighterName != "":
path = MainForm.BuildPath + '/pf/fighter/kirby/' + file.Name.replace(oldFighterName, newFighterName)
else:
path = MainForm.BuildPath + '/pf/fighter/kirby/' + file.Name
getFileInfo(path).Directory.Create()
# Back up if it exists already
createBackup(path)
File.Copy(file.FullName, path, 1)
# Add character victory theme
def addVictoryTheme(file):
# Move to strm directory
file = getFileInfo(file)
path = MainForm.BuildPath + '/pf/sound/strm/Victory!/' + file.Name
# Back up file if it already exists
createBackup(path)
getFileInfo(path).Directory.Create()
File.Copy(file.FullName, path, 1)
BrawlAPI.OpenFile(MainForm.BuildPath + '/pf/sound/tracklist/Results.tlst')
# Back up tracklist
createBackup(MainForm.BuildPath + '/pf/sound/tracklist/Results.tlst')
# Check if song is already installed
for song in BrawlAPI.RootNode.Children:
if song.SongFileName == 'Victory!/' + file.Name.split('.')[0]:
BrawlAPI.ForceCloseFile()
return song.SongID
# Calculate song ID
usedSongIds = getUsedSongIds(BrawlAPI.RootNode)
currentSongId = 61440
while currentSongId in usedSongIds:
currentSongId += 1
# Add to tracklist file
newNode = TLSTEntryNode()
newNode.Name = file.Name.split('.')[0]
newNode.SongFileName = 'Victory!/' + file.Name.split('.')[0]
newNode.Volume = 80
newNode.Frequency = 40
newNode.SongID = currentSongId
BrawlAPI.RootNode.AddChild(newNode)
BrawlAPI.SaveFile()
BrawlAPI.ForceCloseFile()
return currentSongId
# Add fighter to code menu
def addToCodeMenu(fighterName, fighterId, assemblyFunctionExe):
assemblyFunctionsPath = getFileInfo(assemblyFunctionExe).DirectoryName
# Start back up
createBackup(assemblyFunctionsPath + '/EX_Characters.txt')
createBackup(assemblyFunctionsPath + '/codeset.txt')
createBackup(MainForm.BuildPath + '/Source/Project+/CodeMenu.asm')
createBackup(MainForm.BuildPath + '/pf/menu3/data.cmnu')
createBackup(MainForm.BuildPath + '/pf/menu3/dnet.cmnu')
createBackup(MainForm.BuildPath + '/BOOST.GCT')
createBackup(MainForm.BuildPath + '/NETBOOST.GCT')
createBackup(MainForm.BuildPath + '/RSBE01.GCT')
createBackup(MainForm.BuildPath + '/NETPLAY.GCT')
# End back up
Directory.SetCurrentDirectory(assemblyFunctionsPath)
fileText = File.ReadAllLines(assemblyFunctionsPath + '/EX_Characters.txt')
matchFound = False
i = 0
# Search for a matching fighter ID and if one is found, replace the line
while i < len(fileText):
line = fileText[i]
if line.StartsWith('/') or line.StartsWith('#') or len(line) == 0:
i += 1
continue
# Get the figher ID out of the line
foundId = line.split(' = ')[1]
if foundId == '0x' + str(fighterId) or foundId == int(fighterId, 16):
matchFound = True
fileText[i] = '"' + fighterName + '" = 0x' + fighterId
i += 1
# Write updated file
if matchFound:
File.WriteAllLines(assemblyFunctionsPath + '/EX_Characters.txt', fileText)
else:
File.AppendAllText(assemblyFunctionsPath + '/EX_Characters.txt', '\n"' + fighterName + '" = 0x' + fighterId)
p = Process.Start(assemblyFunctionExe, '1 1 1 1 -q')
p.WaitForExit()
p.Dispose()
Directory.SetCurrentDirectory(AppPath)
#endregion IMPORT FUNCTIONS
#region REMOVE FUNCTIONS
# Functions used by the BrawlInstaller suite to remove elements
# Remove imported CSPs and RSPs for specified cosmetic ID
def removeCSPs(cosmeticId):
fileOpened = openFile(MainForm.BuildPath + '/pf/menu2/sc_selcharacter.pac')
if fileOpened:
# Find char_bust_tex_lz77
arcNode = getChildByName(BrawlAPI.RootNode, "char_bust_tex_lz77")
# Get CSP brres and remove if it exists
nodeToRemove = getChildByName(arcNode, "Misc Data [" + str(cosmeticId) + "]")
if nodeToRemove:
nodeToRemove.Remove()
# Get RSP file and delete if it exists
rspFile = getFileByName("MenSelchrFaceB" + addLeadingZeros(str(cosmeticId), 3) + "0.brres", Directory.CreateDirectory(MainForm.BuildPath + '/pf/menu/common/char_bust_tex'))
if rspFile:
# Back up first
createBackup(rspFile.FullName)
rspFile.Delete()
# Delete BPs for specified cosmetic ID
def deleteBPs(cosmeticId, fiftyCC="true"):
# For 50 costume code, we must multiply the cosmetic ID by 50
newId = (cosmeticId * 50) + 1 if fiftyCC == "true" else int(str(cosmeticId) + "1")
directory = Directory.CreateDirectory(MainForm.BuildPath + '/pf/info/portrite')
# Look for files matching naming scheme and delete them
while newId <= (cosmeticId * 50) + 50:
bpFile = getFileByName("InfFace" + addLeadingZeros(str(newId), 4 if fiftyCC == "true" else 3) + ".brres", directory)
if bpFile:
# Back it up first
createBackup(bpFile.FullName)
bpFile.Delete()
else:
# If no matching file exists, just exit
break
newId += 1