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 Creating new Backgrounds

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hamradio

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Location : Australia

PostSubject: Re: Creating new Backgrounds   Fri Apr 16, 2010 10:06 am

Hey guys good news I just found out a way to replace other backgrounds with bgA_3C02.
So far I have tried it successfully with bgA_3D03 and bgA_A502 and best of all bgB_5302.
The only one I tried it didn't work with was bgA_0102. It crashed at the title screen where this background is being used.

The method I used was:
1. Extract the /Object/bgA_3C02.arc file
2. Open the brres with SZS Modifier and change the texture. Save the file.
3. Rename the brres file to what you want to replace e.g. from bgA_3C02.brres to bgA_A502.bbres
4. Open the brres in a hex editor and search for the line bgA_3C02 you will find two instances "bgA_3C02" and "bgA_3C02_MG_house_MR"
5. Replace the "bgA_3C02" part with the same title for the target file e.g. change it to "bgA_A502" and "bgA_A502_MG_house_MR"
6. Repack the arc file and rename it if you want. Thats it.

I haven't had a chance to test this method out on the wii (will do tomorrow) but it worked with dolphin and it is a step in the right direction.
The next step is getting transparencies to work.
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VampireLordAlucard
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PostSubject: Re: Creating new Backgrounds   Fri Apr 16, 2010 1:52 pm

Wow, great find. Even if we can't get transparencies to work, at least we can use this for B backgrounds, and put A backgrounds in front of it.
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Splashman



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PostSubject: Re: Creating new Backgrounds   Fri Apr 16, 2010 3:00 pm

Great find indeed. Would you mind posting some example files, like that starry background image? I'd like to do some testing myself.
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hamradio

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PostSubject: Creating new Backgrounds   Fri Apr 16, 2010 9:50 pm

No problem Splashman here is the starry background image http://www.mediafire.com/?injtkzjn2ew
It's very basic since I just made it to test if it would work. The final one should have more stars and with different colors like the original.

I think the transparency problem might be related to the way the image is stored (see the example below). As you can see the top one which is a texture with transparency is of a different type (RGB5A3) to the bottom one which is the current image (CMPR). One thing that concerns me is the 4 bits per pixel which would mean high levels of compression.



Hopefully we can find a way to change this.

Edit: I was able to change the texture format to RGB5A3 using Smashbox 0.57 (didn't work with BrawlBox). But I think it might have messed up the model since the model doesn't open in SZS Modifier and it causes a memory address error in Dolphin.
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