Initial commit

This commit is contained in:
mogzol 2016-02-04 21:22:38 -08:00
commit e10876c4ad
31 changed files with 19724 additions and 0 deletions

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.gitignore vendored Normal file
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## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
# Visual Studio 2015 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# DNX
project.lock.json
artifacts/
*_i.c
*_p.c
*_i.h
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# TODO: Comment the next line if you want to checkin your web deploy settings
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/packages/*
# except build/, which is used as an MSBuild target.
!**/packages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/packages/repositories.config
# NuGet v3's project.json files produces more ignoreable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Microsoft Azure ApplicationInsights config file
ApplicationInsights.config
# Windows Store app package directory
AppPackages/
BundleArtifacts/
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.pfx
*.publishsettings
node_modules/
orleans.codegen.cs
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# SQL Server files
*.mdf
*.ldf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
# FAKE - F# Make
.fake/

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BrawlBuilder.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.24720.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BrawlBuilder", "BrawlBuilder\BrawlBuilder.csproj", "{452DFB7C-B582-4A35-8F19-D05C4CF60C2F}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{452DFB7C-B582-4A35-8F19-D05C4CF60C2F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{452DFB7C-B582-4A35-8F19-D05C4CF60C2F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{452DFB7C-B582-4A35-8F19-D05C4CF60C2F}.Release|Any CPU.ActiveCfg = Release|Any CPU
{452DFB7C-B582-4A35-8F19-D05C4CF60C2F}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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BrawlBuilder/App.config Normal file
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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" />
</startup>
<runtime>
<assemblyBinding xmlns="urn:schemas-microsoft-com:asm.v1">
<probing privatePath="Resources" />
</assemblyBinding>
</runtime>
</configuration>

373
BrawlBuilder/BrawlBuilder.Designer.cs generated Normal file
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namespace BrawlBuilder
{
partial class BrawlBuilder
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(BrawlBuilder));
this.exit = new System.Windows.Forms.PictureBox();
this.modFolder = new System.Windows.Forms.TextBox();
this.modFolderBrowse = new System.Windows.Forms.Button();
this.modFolder_lbl = new System.Windows.Forms.LinkLabel();
this.brawlIso_lbl = new System.Windows.Forms.LinkLabel();
this.brawlIsoBrowse = new System.Windows.Forms.Button();
this.brawlIso = new System.Windows.Forms.TextBox();
this.gctFile_lbl = new System.Windows.Forms.LinkLabel();
this.gctFileBrowse = new System.Windows.Forms.Button();
this.gctFile = new System.Windows.Forms.TextBox();
this.groupBox1 = new System.Windows.Forms.GroupBox();
this.bannerBrowse = new System.Windows.Forms.Button();
this.banner = new System.Windows.Forms.TextBox();
this.gameTitle = new System.Windows.Forms.TextBox();
this.gameID = new System.Windows.Forms.TextBox();
this.customBanner = new System.Windows.Forms.CheckBox();
this.cutomTitle = new System.Windows.Forms.CheckBox();
this.customID = new System.Windows.Forms.CheckBox();
this.removeSubspace = new System.Windows.Forms.CheckBox();
this.build = new System.Windows.Forms.Button();
this.buildWorker = new System.ComponentModel.BackgroundWorker();
this.blinker = new System.ComponentModel.BackgroundWorker();
((System.ComponentModel.ISupportInitialize)(this.exit)).BeginInit();
this.groupBox1.SuspendLayout();
this.SuspendLayout();
//
// exit
//
this.exit.BackgroundImage = ((System.Drawing.Image)(resources.GetObject("exit.BackgroundImage")));
this.exit.BackgroundImageLayout = System.Windows.Forms.ImageLayout.None;
this.exit.Cursor = System.Windows.Forms.Cursors.Hand;
this.exit.Location = new System.Drawing.Point(312, 4);
this.exit.Name = "exit";
this.exit.Size = new System.Drawing.Size(18, 18);
this.exit.TabIndex = 0;
this.exit.TabStop = false;
this.exit.Click += new System.EventHandler(this.exit_Click);
//
// modFolder
//
this.modFolder.Location = new System.Drawing.Point(116, 261);
this.modFolder.Name = "modFolder";
this.modFolder.Size = new System.Drawing.Size(125, 20);
this.modFolder.TabIndex = 5;
//
// modFolderBrowse
//
this.modFolderBrowse.Location = new System.Drawing.Point(247, 260);
this.modFolderBrowse.Name = "modFolderBrowse";
this.modFolderBrowse.Size = new System.Drawing.Size(75, 22);
this.modFolderBrowse.TabIndex = 6;
this.modFolderBrowse.Text = "Browse...";
this.modFolderBrowse.UseVisualStyleBackColor = true;
this.modFolderBrowse.Click += new System.EventHandler(this.modFolderBrowse_Click);
//
// modFolder_lbl
//
this.modFolder_lbl.ActiveLinkColor = System.Drawing.Color.Fuchsia;
this.modFolder_lbl.AutoSize = true;
this.modFolder_lbl.BackColor = System.Drawing.Color.Transparent;
this.modFolder_lbl.DisabledLinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.modFolder_lbl.Font = new System.Drawing.Font("Microsoft Sans Serif", 9.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.modFolder_lbl.LinkBehavior = System.Windows.Forms.LinkBehavior.HoverUnderline;
this.modFolder_lbl.LinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.modFolder_lbl.Location = new System.Drawing.Point(12, 262);
this.modFolder_lbl.Name = "modFolder_lbl";
this.modFolder_lbl.Size = new System.Drawing.Size(98, 16);
this.modFolder_lbl.TabIndex = 4;
this.modFolder_lbl.TabStop = true;
this.modFolder_lbl.Text = "Mod Folder (?):";
this.modFolder_lbl.VisitedLinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.modFolder_lbl.LinkClicked += new System.Windows.Forms.LinkLabelLinkClickedEventHandler(this.modFolder_lbl_LinkClicked);
//
// brawlIso_lbl
//
this.brawlIso_lbl.ActiveLinkColor = System.Drawing.Color.Fuchsia;
this.brawlIso_lbl.AutoSize = true;
this.brawlIso_lbl.BackColor = System.Drawing.Color.Transparent;
this.brawlIso_lbl.DisabledLinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.brawlIso_lbl.Font = new System.Drawing.Font("Microsoft Sans Serif", 9.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.brawlIso_lbl.LinkBehavior = System.Windows.Forms.LinkBehavior.HoverUnderline;
this.brawlIso_lbl.LinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.brawlIso_lbl.Location = new System.Drawing.Point(23, 227);
this.brawlIso_lbl.Name = "brawlIso_lbl";
this.brawlIso_lbl.Size = new System.Drawing.Size(87, 16);
this.brawlIso_lbl.TabIndex = 1;
this.brawlIso_lbl.TabStop = true;
this.brawlIso_lbl.Text = "Brawl ISO (?):";
this.brawlIso_lbl.VisitedLinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.brawlIso_lbl.LinkClicked += new System.Windows.Forms.LinkLabelLinkClickedEventHandler(this.brawlIso_lbl_LinkClicked);
//
// brawlIsoBrowse
//
this.brawlIsoBrowse.Location = new System.Drawing.Point(247, 225);
this.brawlIsoBrowse.Name = "brawlIsoBrowse";
this.brawlIsoBrowse.Size = new System.Drawing.Size(75, 22);
this.brawlIsoBrowse.TabIndex = 3;
this.brawlIsoBrowse.Text = "Browse...";
this.brawlIsoBrowse.UseVisualStyleBackColor = true;
this.brawlIsoBrowse.Click += new System.EventHandler(this.brawlIsoBrowse_Click);
//
// brawlIso
//
this.brawlIso.Location = new System.Drawing.Point(116, 226);
this.brawlIso.Name = "brawlIso";
this.brawlIso.Size = new System.Drawing.Size(125, 20);
this.brawlIso.TabIndex = 2;
//
// gctFile_lbl
//
this.gctFile_lbl.ActiveLinkColor = System.Drawing.Color.Fuchsia;
this.gctFile_lbl.AutoSize = true;
this.gctFile_lbl.BackColor = System.Drawing.Color.Transparent;
this.gctFile_lbl.DisabledLinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.gctFile_lbl.Font = new System.Drawing.Font("Microsoft Sans Serif", 9.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.gctFile_lbl.LinkBehavior = System.Windows.Forms.LinkBehavior.HoverUnderline;
this.gctFile_lbl.LinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.gctFile_lbl.Location = new System.Drawing.Point(29, 297);
this.gctFile_lbl.Name = "gctFile_lbl";
this.gctFile_lbl.Size = new System.Drawing.Size(82, 16);
this.gctFile_lbl.TabIndex = 7;
this.gctFile_lbl.TabStop = true;
this.gctFile_lbl.Text = "GCT File (?):";
this.gctFile_lbl.VisitedLinkColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.gctFile_lbl.LinkClicked += new System.Windows.Forms.LinkLabelLinkClickedEventHandler(this.gctFile_lbl_LinkClicked);
//
// gctFileBrowse
//
this.gctFileBrowse.Location = new System.Drawing.Point(247, 295);
this.gctFileBrowse.Name = "gctFileBrowse";
this.gctFileBrowse.Size = new System.Drawing.Size(75, 22);
this.gctFileBrowse.TabIndex = 9;
this.gctFileBrowse.Text = "Browse...";
this.gctFileBrowse.UseVisualStyleBackColor = true;
this.gctFileBrowse.Click += new System.EventHandler(this.gctFileBrowse_Click);
//
// gctFile
//
this.gctFile.Location = new System.Drawing.Point(116, 296);
this.gctFile.Name = "gctFile";
this.gctFile.Size = new System.Drawing.Size(125, 20);
this.gctFile.TabIndex = 8;
//
// groupBox1
//
this.groupBox1.BackColor = System.Drawing.Color.Transparent;
this.groupBox1.Controls.Add(this.bannerBrowse);
this.groupBox1.Controls.Add(this.banner);
this.groupBox1.Controls.Add(this.gameTitle);
this.groupBox1.Controls.Add(this.gameID);
this.groupBox1.Controls.Add(this.customBanner);
this.groupBox1.Controls.Add(this.cutomTitle);
this.groupBox1.Controls.Add(this.customID);
this.groupBox1.Controls.Add(this.removeSubspace);
this.groupBox1.ForeColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.groupBox1.Location = new System.Drawing.Point(12, 325);
this.groupBox1.Name = "groupBox1";
this.groupBox1.Size = new System.Drawing.Size(310, 112);
this.groupBox1.TabIndex = 10;
this.groupBox1.TabStop = false;
this.groupBox1.Text = "Optional Extras";
//
// bannerBrowse
//
this.bannerBrowse.Enabled = false;
this.bannerBrowse.ForeColor = System.Drawing.SystemColors.ControlText;
this.bannerBrowse.Location = new System.Drawing.Point(227, 85);
this.bannerBrowse.Name = "bannerBrowse";
this.bannerBrowse.Size = new System.Drawing.Size(75, 22);
this.bannerBrowse.TabIndex = 7;
this.bannerBrowse.Text = "Browse...";
this.bannerBrowse.UseVisualStyleBackColor = true;
this.bannerBrowse.Click += new System.EventHandler(this.bannerBrowse_Click);
//
// banner
//
this.banner.Enabled = false;
this.banner.Location = new System.Drawing.Point(121, 86);
this.banner.Name = "banner";
this.banner.Size = new System.Drawing.Size(104, 20);
this.banner.TabIndex = 6;
//
// gameTitle
//
this.gameTitle.Enabled = false;
this.gameTitle.Location = new System.Drawing.Point(121, 63);
this.gameTitle.MaxLength = 63;
this.gameTitle.Name = "gameTitle";
this.gameTitle.Size = new System.Drawing.Size(181, 20);
this.gameTitle.TabIndex = 4;
//
// gameID
//
this.gameID.Enabled = false;
this.gameID.Location = new System.Drawing.Point(121, 40);
this.gameID.MaxLength = 6;
this.gameID.Name = "gameID";
this.gameID.Size = new System.Drawing.Size(73, 20);
this.gameID.TabIndex = 2;
//
// customBanner
//
this.customBanner.AutoSize = true;
this.customBanner.Location = new System.Drawing.Point(6, 88);
this.customBanner.Name = "customBanner";
this.customBanner.Size = new System.Drawing.Size(100, 17);
this.customBanner.TabIndex = 5;
this.customBanner.Text = "Custom banner:";
this.customBanner.UseVisualStyleBackColor = true;
this.customBanner.CheckedChanged += new System.EventHandler(this.customBanner_CheckedChanged);
//
// cutomTitle
//
this.cutomTitle.AutoSize = true;
this.cutomTitle.Location = new System.Drawing.Point(6, 65);
this.cutomTitle.Name = "cutomTitle";
this.cutomTitle.Size = new System.Drawing.Size(114, 17);
this.cutomTitle.TabIndex = 3;
this.cutomTitle.Text = "Change game title:";
this.cutomTitle.UseVisualStyleBackColor = true;
this.cutomTitle.CheckedChanged += new System.EventHandler(this.customTitle_CheckedChanged);
//
// customID
//
this.customID.AutoSize = true;
this.customID.Location = new System.Drawing.Point(6, 42);
this.customID.Name = "customID";
this.customID.Size = new System.Drawing.Size(109, 17);
this.customID.TabIndex = 1;
this.customID.Text = "Change game ID:";
this.customID.UseVisualStyleBackColor = true;
this.customID.CheckedChanged += new System.EventHandler(this.customID_CheckedChanged);
//
// removeSubspace
//
this.removeSubspace.AutoSize = true;
this.removeSubspace.Location = new System.Drawing.Point(6, 19);
this.removeSubspace.Name = "removeSubspace";
this.removeSubspace.Size = new System.Drawing.Size(296, 17);
this.removeSubspace.TabIndex = 0;
this.removeSubspace.Text = "Remove Subspace Emissary (greatly reduces output size)";
this.removeSubspace.UseVisualStyleBackColor = true;
//
// build
//
this.build.BackColor = System.Drawing.Color.Transparent;
this.build.FlatAppearance.BorderColor = System.Drawing.Color.FromArgb(((int)(((byte)(224)))), ((int)(((byte)(224)))), ((int)(((byte)(224)))));
this.build.FlatAppearance.BorderSize = 2;
this.build.FlatAppearance.MouseDownBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(10)))), ((int)(((byte)(15)))), ((int)(((byte)(33)))));
this.build.FlatAppearance.MouseOverBackColor = System.Drawing.Color.FromArgb(((int)(((byte)(16)))), ((int)(((byte)(23)))), ((int)(((byte)(49)))));
this.build.FlatStyle = System.Windows.Forms.FlatStyle.Flat;
this.build.Font = new System.Drawing.Font("Impact", 36F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0)));
this.build.ForeColor = System.Drawing.Color.White;
this.build.Location = new System.Drawing.Point(12, 449);
this.build.Name = "build";
this.build.Size = new System.Drawing.Size(310, 81);
this.build.TabIndex = 11;
this.build.Text = "Build ISO";
this.build.UseVisualStyleBackColor = false;
this.build.Click += new System.EventHandler(this.build_Click);
this.build.MouseEnter += new System.EventHandler(this.build_MouseEnter);
this.build.MouseLeave += new System.EventHandler(this.build_MouseLeave);
//
// buildWorker
//
this.buildWorker.WorkerSupportsCancellation = true;
this.buildWorker.DoWork += new System.ComponentModel.DoWorkEventHandler(this.buildWorker_DoWork);
this.buildWorker.RunWorkerCompleted += new System.ComponentModel.RunWorkerCompletedEventHandler(this.buildWorker_RunWorkerCompleted);
//
// blinker
//
this.blinker.WorkerSupportsCancellation = true;
this.blinker.DoWork += new System.ComponentModel.DoWorkEventHandler(this.blinker_DoWork);
//
// BrawlBuilder
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackColor = System.Drawing.SystemColors.Control;
this.BackgroundImage = ((System.Drawing.Image)(resources.GetObject("$this.BackgroundImage")));
this.ClientSize = new System.Drawing.Size(334, 542);
this.Controls.Add(this.build);
this.Controls.Add(this.groupBox1);
this.Controls.Add(this.gctFile_lbl);
this.Controls.Add(this.gctFileBrowse);
this.Controls.Add(this.gctFile);
this.Controls.Add(this.brawlIso_lbl);
this.Controls.Add(this.brawlIsoBrowse);
this.Controls.Add(this.brawlIso);
this.Controls.Add(this.modFolder_lbl);
this.Controls.Add(this.modFolderBrowse);
this.Controls.Add(this.modFolder);
this.Controls.Add(this.exit);
this.ForeColor = System.Drawing.SystemColors.ControlText;
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
this.Icon = ((System.Drawing.Icon)(resources.GetObject("$this.Icon")));
this.MaximumSize = new System.Drawing.Size(334, 542);
this.MinimizeBox = false;
this.MinimumSize = new System.Drawing.Size(334, 542);
this.Name = "BrawlBuilder";
this.Opacity = 0D;
this.SizeGripStyle = System.Windows.Forms.SizeGripStyle.Hide;
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "The Ultimate Brawl ISO Builder";
this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.BrawlBuilder_FormClosing);
this.Shown += new System.EventHandler(this.Form1_Shown);
this.MouseDown += new System.Windows.Forms.MouseEventHandler(this.Form1_MouseDown);
((System.ComponentModel.ISupportInitialize)(this.exit)).EndInit();
this.groupBox1.ResumeLayout(false);
this.groupBox1.PerformLayout();
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.PictureBox exit;
private System.Windows.Forms.TextBox modFolder;
private System.Windows.Forms.Button modFolderBrowse;
private System.Windows.Forms.LinkLabel modFolder_lbl;
private System.Windows.Forms.LinkLabel brawlIso_lbl;
private System.Windows.Forms.Button brawlIsoBrowse;
private System.Windows.Forms.TextBox brawlIso;
private System.Windows.Forms.LinkLabel gctFile_lbl;
private System.Windows.Forms.Button gctFileBrowse;
private System.Windows.Forms.TextBox gctFile;
private System.Windows.Forms.GroupBox groupBox1;
private System.Windows.Forms.CheckBox cutomTitle;
private System.Windows.Forms.CheckBox customID;
private System.Windows.Forms.CheckBox removeSubspace;
private System.Windows.Forms.CheckBox customBanner;
private System.Windows.Forms.Button bannerBrowse;
private System.Windows.Forms.TextBox banner;
private System.Windows.Forms.TextBox gameTitle;
private System.Windows.Forms.TextBox gameID;
private System.Windows.Forms.Button build;
private System.ComponentModel.BackgroundWorker buildWorker;
private System.ComponentModel.BackgroundWorker blinker;
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.IO;
using System.Linq;
using System.Runtime.ExceptionServices;
using System.Text;
using System.Text.RegularExpressions;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace BrawlBuilder
{
partial class BrawlBuilder
{
private bool _pm36patches = false;
private void buildWorker_DoWork(object sender, DoWorkEventArgs e)
{
// Set up wit
bool showWit = Environment.GetCommandLineArgs().Contains("--show-wit");
if (!File.Exists(@".\Resources\wit\wit.exe"))
StopWorker("Unable to find wit executable, stopping build...");
ProcessStartInfo pStartInfo = new ProcessStartInfo(@".\Resources\wit\wit.exe");
pStartInfo.CreateNoWindow = !showWit;
pStartInfo.UseShellExecute = showWit;
pStartInfo.RedirectStandardOutput = !showWit;
if (buildWorker.CancellationPending)
{
e.Cancel = true;
return;
}
// Check if wit is already running
Process[] wits = Process.GetProcessesByName("wit");
if (wits.Length != 0)
{
DialogResult result = MessageBox.Show("One or more instances of wit are already running. This could potentially cause issues with the build. Would you like the program to try and kill all instances of wit before continuing?", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
{
foreach (Process wit in wits)
{
wit.Kill();
wit.WaitForExit(5000); // Wait for up to 5 seconds for wit to be killed
}
// Make sure it worked
wits = Process.GetProcessesByName("wit");
if (wits.Length != 0)
StopWorker("Unable to kill all instances of wit, stopping build...");
}
}
if (buildWorker.CancellationPending)
{
e.Cancel = true;
return;
}
// STAGE 1: Analyze GCT
if (!Analyze())
{
e.Cancel = true;
return;
}
// STAGE 2: Extract Brawl
if (!Extract(pStartInfo))
{
e.Cancel = true;
return;
}
// STAGE 3: Verify files
if (!Verify())
{
e.Cancel = true;
return;
}
// STAGE 4: Delete Subspace Emissary
if (removeSubspace.Checked)
{
if (!DeleteSSE())
{
e.Cancel = true;
return;
}
}
// STAGE 5: Apply mod files
if (modFolder.Text != "")
{
if (!CopyModFiles())
{
e.Cancel = true;
return;
}
}
// STAGE 6: Apply banner
if (customBanner.Checked)
{
if (!CopyBanner())
{
e.Cancel = true;
return;
}
}
// STAGE 7: Patch main.dol
if (gctFile.Text != "" || customID.Checked)
{
if (!Patch(pStartInfo))
{
e.Cancel = true;
return;
}
}
// STAGE 8: Build Brawl
if (!Build(pStartInfo))
{
e.Cancel = true;
return;
}
// Clean up
DeleteBrawlFolder();
}
private bool Analyze()
{
SetStatus("Analyzing...");
if (File.Exists(@".\Resources\ProjM36Patches.txt"))
{
bool asked = false;
// First we'll read the patches we are going to make
string[] actions = { "CHECK", "REMOVE", "PATCH", "TO" };
string action = "";
string check = "";
List<string> remove = new List<string>();
List<string> patch = new List<string>();
List<string> to = new List<string>();
foreach (string s in File.ReadLines(@".\Resources\ProjM36Patches.txt"))
{
string line = s.Trim();
if (line.StartsWith("#"))
continue; // ignore comments
if (actions.Contains(line))
{
action = line;
switch (action)
{
case "CHECK":
check = ""; // There should only be 1 check
break;
case "REMOVE":
remove.Add("");
break;
case "PATCH":
patch.Add("");
break;
case "TO":
to.Add("");
break;
}
continue;
}
switch (action)
{
case "CHECK":
if (line == "")
action = "";
else
check += line.Replace(" ", "");
break;
case "REMOVE":
if (line == "")
action = "";
else
remove[remove.Count - 1] += line.Replace(" ", "");
break;
case "PATCH":
if (line == "")
action = "";
else
patch[patch.Count - 1] += line.Replace(" ", "");
break;
case "TO":
if (line == "")
action = "";
else
to[to.Count - 1] += line.Replace(" ", "");
break;
}
}
// Make sure patch has the same number of elements as to
if (patch.Count != to.Count)
{
DialogResult result = MessageBox.Show("ProjM36Patches.txt contains unequal amounts of PATCH and TO statements. Do you want to continue without GCT patching? If your mod is Project M 3.6 or greater, the output ISO may not work without this.", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
buildWorker.CancelAsync();
else
return true;
if (buildWorker.CancellationPending)
return false;
}
// Convert strings of hex values to byte arrays (http://stackoverflow.com/a/321404/1687909)
byte[] checkBytes = Enumerable.Range(0, check.Length).Where(x => x % 2 == 0).Select(x => Convert.ToByte(check.Substring(x, 2), 16)).ToArray();
List<byte[]> removeBytes = new List<byte[]>();
foreach (string hexBytes in remove)
removeBytes.Add(Enumerable.Range(0, hexBytes.Length).Where(x => x % 2 == 0).Select(x => Convert.ToByte(hexBytes.Substring(x, 2), 16)).ToArray());
List<byte[]> patchBytes = new List<byte[]>();
foreach (string hexBytes in patch)
patchBytes.Add(Enumerable.Range(0, hexBytes.Length).Where(x => x % 2 == 0).Select(x => Convert.ToByte(hexBytes.Substring(x, 2), 16)).ToArray());
List<byte[]> toBytes = new List<byte[]>();
foreach (string hexBytes in to)
toBytes.Add(Enumerable.Range(0, hexBytes.Length).Where(x => x % 2 == 0).Select(x => Convert.ToByte(hexBytes.Substring(x, 2), 16)).ToArray());
// Load GCT into memory
byte[] gctBytes = File.ReadAllBytes(gctFile.Text);
// Check for 3.6
int index = SearchBytes(gctBytes, checkBytes);
if (index > 0)
{
DialogResult r = MessageBox.Show("Project M 3.6 codes detected. This may cause issues with the output ISO. Would you like the program to attempt to fix known problem codes?", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (r == DialogResult.Yes)
_pm36patches = true;
else
return true;
asked = true;
}
else
{
return true; // Not 3.6, don't need to patch gct.
}
// Do removes
int successfulRemoves = 0;
foreach (byte[] removeArr in removeBytes)
{
index = SearchBytes(gctBytes, removeArr);
if (index > 0)
{
IEnumerable<byte> before = gctBytes.Take(index);
IEnumerable<byte> after = gctBytes.Skip(index + removeArr.Length);
gctBytes = before.Concat(after).ToArray();
successfulRemoves++;
}
}
// Do patches
int successfulPatches = 0;
for (int i = 0; i < patch.Count; i++)
{
index = SearchBytes(gctBytes, patchBytes[i]);
if (index > 0)
{
IEnumerable<byte> before = gctBytes.Take(index);
IEnumerable<byte> after = gctBytes.Skip(index + patchBytes[i].Length);
gctBytes = before.Concat(toBytes[i].Concat(after)).ToArray();
successfulPatches++;
}
}
if (asked && (successfulRemoves < remove.Count || successfulPatches < patch.Count))
MessageBox.Show("There were issues fixing known problem codes:\n\nRemoved codes: " + successfulRemoves + "/" + remove.Count + "\nPatched Codes: " + successfulPatches + "/" + patch.Count + "\n\nThere may be issues with the output ISO.", "Notice", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
File.WriteAllBytes(@".\Resources\temp.gct", gctBytes);
}
else
{
DialogResult result = MessageBox.Show("ProjM36Patches.txt not found. Do you want to continue without GCT patching? If your mod is Project M 3.6 or greater, the output ISO may not work without this.", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
buildWorker.CancelAsync();
}
if (buildWorker.CancellationPending)
return false;
return true;
}
// http://stackoverflow.com/a/26880541/1687909
static int SearchBytes(byte[] haystack, byte[] needle)
{
int len = needle.Length;
int limit = haystack.Length - len;
for (int i = 0; i <= limit; i++)
{
int k = 0;
for (; k < len; k++)
if (needle[k] != haystack[i + k])
break;
if (k == len) return i;
}
return -1;
}
private bool Extract(ProcessStartInfo pStartInfo)
{
SetStatus("Extracting...");
bool skipExtraction = false;
// Check if there is already an extracted Brawl folder
if (Directory.Exists("ssbb.d") && brawlIso.Text == "")
{
skipExtraction = true;
}
else if (Directory.Exists("ssbb.d"))
{
DialogResult result = MessageBox.Show("There is already an ssbb.d directory. Would you like to skip the extraction and use these files instead?\n\nNote: If you choose 'No', the current ssbb.d directory will be overwritten.", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
skipExtraction = true;
else
DeleteBrawlFolder();
if (buildWorker.CancellationPending)
return false;
}
if (!skipExtraction)
{
// Extract brawl to ssbb.d folder
pStartInfo.Arguments = "extract \"" + brawlIso.Text + "\" ssbb.d --psel=DATA -1ovv";
if (pStartInfo.RedirectStandardOutput)
{
if (!DoWitWithProgress(pStartInfo))
return false;
}
else
{
// --show-wit option was set
Process p = Process.Start(pStartInfo);
p.WaitForExit();
// Check wit exit code
if (p.ExitCode != 0)
StopWorker("Wit closed unexpectedly with exit code " + p.ExitCode + ", stopping build...");
p.Dispose();
}
}
if (!Directory.Exists("ssbb.d"))
StopWorker("Extraction failed, stopping build...");
if (buildWorker.CancellationPending)
{
// Since we have been copying files in, ssbb.d is no longer a clean Brawl. Delete it.
DeleteBrawlFolder();
return false;
}
return true;
}
private bool Verify()
{
SetStatus("Verifying...");
if (File.Exists(@".\Resources\BrawlFileList.txt"))
{
List<Tuple<string, long>> fileList = new List<Tuple<string, long>>();
// Parse BrawlFileList.txt
bool success = true;
foreach (string s in File.ReadLines(@".\Resources\BrawlFileList.txt"))
{
// Each line should have 1 space separating the file path from the file size
string[] parts = s.Split(' ');
// Try to convert file size string to long
long size;
if (!long.TryParse(parts[1], out size))
{
DialogResult result = MessageBox.Show("Error parsing BrawlFileList.txt, do you want to continue without verifying extracted files?", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
buildWorker.CancelAsync();
success = false;
break;
}
// Add to list
fileList.Add(Tuple.Create(parts[0], size));
}
// Verify brawl files
if (success)
{
foreach (Tuple<string, long> file in fileList)
{
if (!File.Exists(@".\ssbb.d\" + file.Item1) || new FileInfo(@".\ssbb.d\" + file.Item1).Length != file.Item2)
{
DialogResult result = MessageBox.Show("One or more files are either missing or the wrong size in the extracted Brawl image. Do you still wish to continue?", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
buildWorker.CancelAsync();
break;
}
}
}
}
else
{
DialogResult result = MessageBox.Show("BrawlFileList.txt not found, do you want to continue without verifying extracted files?", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
buildWorker.CancelAsync();
}
if (buildWorker.CancellationPending)
return false;
return true;
}
private bool DeleteSSE()
{
if (File.Exists(@".\Resources\SubspaceEmissaryFiles.txt"))
{
SetStatus("Deleting SSE...");
foreach (string file in File.ReadLines(@".\Resources\SubspaceEmissaryFiles.txt"))
{
File.Delete(@"ssbb.d\files\" + file);
}
}
else
{
SetStatus("Deleting SSE...");
DialogResult result = MessageBox.Show("SubspaceEmissaryFiles.txt not found. Do you want to continue the build without removing Subspace Emissary?", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
buildWorker.CancelAsync();
}
if (buildWorker.CancellationPending)
return false;
return true;
}
private bool CopyModFiles()
{
if (Directory.Exists(modFolder.Text))
{
SetStatus("Copying...");
// Get mod files in alphabetical order (makes alt stage checking easy)
string[] modFilesAbsolute = Directory.GetFiles(modFolder.Text, "*", SearchOption.AllDirectories);
Array.Sort(modFilesAbsolute);
_progress = 0;
_progressMax = modFilesAbsolute.Length;
blinker.RunWorkerAsync();
Uri relative = new Uri(modFolder.Text);
foreach (string absoluteFile in modFilesAbsolute)
{
// Convert to relative path for easy copying
Uri fileUri = new Uri(absoluteFile);
string relativeFile = relative.MakeRelativeUri(fileUri).ToString();
// relativeFile will still have base folder at this point, so lets remove that
// First remove leading slash. I think at this point all slashes will be forward slashes, and it wont start with a slash, but w/e
if (relativeFile.StartsWith("/") || relativeFile.StartsWith("\\"))
relativeFile = relativeFile.Substring(1);
// Now remove base folder
relativeFile = relativeFile.Substring(relativeFile.IndexOfAny(new char[] { '/', '\\' }));
// Some files need _en added to the end, check in ssbb.d for that
bool needs_en = false;
string relativeFile_en;
if (relativeFile.Contains('.'))
relativeFile_en = relativeFile.Substring(0, relativeFile.LastIndexOf('.')) + "_en" + relativeFile.Substring(relativeFile.LastIndexOf('.'), relativeFile.Length - relativeFile.LastIndexOf('.'));
else
relativeFile_en = relativeFile + "_en";
// Check brawl files for match with _en, if found then set needs_en to true
if (File.Exists(@"ssbb.d\files" + relativeFile_en))
needs_en = true;
// Perform copy
Directory.CreateDirectory(@"ssbb.d\files" + Path.GetDirectoryName(relativeFile)); // Just in case it doesn't already exist
// If we are doing alt stage, then code has been patched and we don't need the _en files
if (!_pm36patches)
{
File.Copy(absoluteFile, needs_en ? @"ssbb.d\files" + relativeFile_en : @"ssbb.d\files" + relativeFile, true);
}
else
{
File.Copy(absoluteFile, @"ssbb.d\files" + relativeFile, true);
File.Delete(@"ssbb.d\files" + relativeFile_en); // Get rid of those pesky space-wasting _en files, we don't need em here
}
_progress++;
if (buildWorker.CancellationPending)
{
blinker.CancelAsync();
// Since we have been copying files in, ssbb.d is no longer a clean Brawl. Delete it.
DeleteBrawlFolder();
return false;
}
}
// Stop blinker before continuing
blinker.CancelAsync();
while (blinker.IsBusy)
Thread.Sleep(100);
// If we are doing alt stages, base stage files need to be padded to be the same size as their largest alt stage
if (_pm36patches)
{
string[] stages = Directory.GetFiles(@"ssbb.d\files\stage\melee");
SetStatus("Padding....");
_progress = 0;
_progressMax = stages.Length;
blinker.RunWorkerAsync();
foreach (string stage in stages)
{
if (!Regex.IsMatch(stage, @"_[A-Z]\.pac$", RegexOptions.IgnoreCase)) // If not an alt stage
{
string filename = Path.GetFileNameWithoutExtension(stage);
// Select all the alt stages for this stage
IEnumerable<string> altStages = stages.Where(s => Regex.IsMatch(s, filename + @"_[A-Z]\.pac$", RegexOptions.IgnoreCase));
// Determine the largest one (resharper converted my foreach loop. LINQ is cool.)
long largest = altStages.Select(altStage => new FileInfo(altStage).Length).Concat(new long[] {0}).Max();
// If base stage is smaller, add padding to match largest alt stage
long baseStageSize = new FileInfo(stage).Length;
if (baseStageSize < largest)
{
long padding = largest - baseStageSize;
using (FileStream stream = new FileStream(stage, FileMode.Append))
{
stream.Write(new byte[padding], 0, (int)padding); // Just going to cast to an int since I doubt padding will be > 2GB
}
}
}
_progress++;
if (buildWorker.CancellationPending)
{
blinker.CancelAsync();
// Since we have been copying files in, ssbb.d is no longer a clean Brawl. Delete it.
DeleteBrawlFolder();
return false;
}
}
}
// Stop blinker before continuing
blinker.CancelAsync();
while (blinker.IsBusy)
Thread.Sleep(100);
}
else
{
// Mod folder was selected, but it has been deleted or moved since the initial check
StopWorker("Mod folder not found, stopping build...");
return false;
}
return true;
}
private bool CopyBanner()
{
if (File.Exists(banner.Text))
{
File.Copy(banner.Text, @"ssbb.d\files\opening.bnr", true);
}
else
{
DialogResult result = MessageBox.Show("Custom banner file not found, do you want to continue the build without a custom banner?", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
buildWorker.CancelAsync();
}
if (buildWorker.CancellationPending)
{
// Since we have been copying files in, ssbb.d is no longer a clean Brawl. Delete it.
DeleteBrawlFolder();
return false;
}
return true;
}
private bool Patch(ProcessStartInfo pStartInfo)
{
string patchArgs = "";
string gct = gctFile.Text;
if (_pm36patches)
gct = @".\Resources\temp.gct";
if (File.Exists(gct))
{
// Determine GCT file size
long gctSize = new FileInfo(gct).Length;
// Set up offset
string offset = "80570000";
foreach (string arg in Environment.GetCommandLineArgs())
if (arg.StartsWith("--offset="))
offset = arg.Substring(9);
patchArgs += " NEW=TEXT,80001800,10C0 LOAD=80001800,Resources/patch/codehandler.bin XML=Resources/patch/PatchCommon.xml NEW=DATA," + offset + "," + gctSize.ToString("X") + " LOAD=" + offset + ",\"" + gct + "\"";
}
else if (gctFile.Text != "")
{
// GCT file was selected, but it has been deleted or moved since the initial check
StopWorker("GCT file not found, stopping build...");
}
if (customID.Checked)
{
// Need to patch dol to avoid the Please insert disc screen
string first = gameID.Text.Substring(0, 4);
string last = gameID.Text.Substring(4);
if (first != "RSBE")
{
// Convert to hex
first = BitConverter.ToString(Encoding.ASCII.GetBytes(first)).Replace("-", "");
patchArgs += " 805A14B0=" + first;
}
if (last != "01")
{
// Convert to hex
last = BitConverter.ToString(Encoding.ASCII.GetBytes(last)).Replace("-", "");
patchArgs += " 805A14B8=" + last;
}
}
if (patchArgs != "")
{
// Apply patch
SetStatus("Patching...");
pStartInfo.Arguments = "dolpatch ssbb.d/sys/main.dol" + patchArgs;
Process p = Process.Start(pStartInfo);
p.WaitForExit();
if (p.ExitCode != 0)
StopWorker("Wit closed unexpectedly with exit code " + p.ExitCode + ", stopping build...");
p.Dispose();
}
if (buildWorker.CancellationPending)
{
// Since we have been copying files in, ssbb.d is no longer a clean Brawl. Delete it.
DeleteBrawlFolder();
return false;
}
return true;
}
private bool Build(ProcessStartInfo pStartInfo)
{
SetStatus("Building...");
bool splitOutput = false;
if (_saveFileName.EndsWith(".wbfs"))
{
DialogResult result = MessageBox.Show("You selected a wbfs output. Do you want to split the output into 4GB chunks for use on FAT32 filesystems? (Assuming the output is greater than 4GB)", "Split output?", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.Yes)
splitOutput = true;
}
pStartInfo.Arguments = "copy ssbb.d \"" + _saveFileName + "\" -ovv" + (splitOutput ? "z" : "") + (customID.Checked ? " --id=" + gameID.Text : "") + (cutomTitle.Checked ? " --name \"" + gameTitle.Text + "\"" : "");
if (pStartInfo.RedirectStandardOutput)
{
if (!DoWitWithProgress(pStartInfo))
return false;
}
else
{
// --show-wit option set
Process p = Process.Start(pStartInfo);
p.WaitForExit();
// Check wit exit code
if (p.ExitCode != 0)
StopWorker("Wit closed unexpectedly with exit code " + p.ExitCode + ", stopping build...");
p.Dispose();
}
// Make sure wit created the file
if (!File.Exists(_saveFileName))
StopWorker("Build failed, stopping...");
return true;
}
private bool DoWitWithProgress(ProcessStartInfo pStartInfo)
{
// Set up blinker
_progress = 0;
_progressMax = 100;
if (blinker.IsBusy)
{
blinker.CancelAsync();
while (blinker.IsBusy)
{
Thread.Sleep(100);
}
}
blinker.RunWorkerAsync();
// Create outside of loop for better performance
Regex r = new Regex(@"(\d+)%");
if (pStartInfo.RedirectStandardOutput)
{
using (Process p = Process.Start(pStartInfo))
{
using (StreamReader reader = p.StandardOutput)
{
while (!p.HasExited)
{
reader.DiscardBufferedData();
string curStatus = reader.ReadLine();
if (curStatus == null)
{
// This should only happen if p is killed, but just in case
p.Kill();
p.WaitForExit(5000);
break;
}
Match m = r.Match(curStatus);
if (m.Groups.Count > 1)
_progress = int.Parse(m.Groups[1].Value);
if (buildWorker.CancellationPending)
{
// Stop blinker
blinker.CancelAsync();
// Kill process
p.Kill();
p.WaitForExit(5000);
// Didn't finish working, delete ssbb.d
DeleteBrawlFolder();
return false;
}
Thread.Sleep(100);
}
}
// Check wit exit code
if (p.ExitCode != 0)
StopWorker("Wit closed unexpectedly with exit code " + p.ExitCode + ", stopping build...");
}
}
// Stop blinker before continuing
blinker.CancelAsync();
while (blinker.IsBusy)
Thread.Sleep(100);
if (buildWorker.CancellationPending)
{
// Didn't finish working, delete ssbb.d
DeleteBrawlFolder();
return false;
}
return true;
}
private void DeleteBrawlFolder()
{
if (Directory.Exists("ssbb.d"))
{
try
{
Directory.Delete("ssbb.d", true);
}
catch (Exception e)
{
MessageBox.Show("Unable to delete ssbb.d directory. Deletion failed with error:\n\n" + e.Message, "Warning", MessageBoxButtons.OK, MessageBoxIcon.Exclamation);
}
}
}
private void StopWorker(string message)
{
MessageBox.Show(message, "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
buildWorker.CancelAsync();
}
private void SetStatus(string status, bool force = false)
{
_curStatus = status;
if (!_dontTouch || force)
build.Invoke(new Action(() => build.Text = _curStatus));
}
private void buildWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
// Clean up temp files
File.Delete(@".\Resources\temp.gct");
if (_exiting)
Environment.Exit(1);
// Re-enable controls
foreach (Control c in Controls)
{
if (c != exit && c != build)
{
c.Enabled = (bool)c.Tag;
}
}
// Reset status
SetStatus((string)build.Tag, true);
Activate();
// Show success if builder actually finished
if (e.Cancelled != true)
MessageBox.Show("Build Completed!", "Success!", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
private void blinker_DoWork(object sender, DoWorkEventArgs e)
{
string statusBack = _curStatus;
while (true)
{
// 'Sleep' for ~2000ms, but cancel faster
for (int i = 0; i < 20; i++)
{
if (blinker.CancellationPending)
break;
Thread.Sleep(100);
}
if (blinker.CancellationPending)
break;
// 'Sleep' for ~4000ms, but also updates
for (int i = 0; i < 40; i++)
{
float percent = (int)((float)_progress / _progressMax * 100);
SetStatus(percent + "%");
Thread.Sleep(100);
if (blinker.CancellationPending)
break;
}
if (blinker.CancellationPending)
break;
SetStatus(statusBack);
}
SetStatus(statusBack);
e.Cancel = true;
}
}
}

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@ -0,0 +1,285 @@
using System;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text.RegularExpressions;
using System.Threading;
using System.Windows.Forms;
namespace BrawlBuilder
{
public partial class BrawlBuilder : Form
{
private bool _exiting = false;
private bool _dontTouch = false;
private int _progress = 0;
private int _progressMax = 0;
private string _curStatus;
private string _saveFileName = "";
public BrawlBuilder()
{
InitializeComponent();
// Save initial button value
build.Tag = _curStatus = build.Text;
}
// For dragging the form around
[DllImport("user32.dll")]
private static extern int SendMessage(IntPtr hWnd, int msg, int wParam, int lParam);
[DllImport("user32.dll")]
private static extern bool ReleaseCapture();
private const int WM_NCLBUTTONDOWN = 0xA1;
private const int HT_CAPTION = 0x2;
private void Form1_MouseDown(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
ReleaseCapture();
SendMessage(Handle, WM_NCLBUTTONDOWN, HT_CAPTION, 0);
}
}
private void exit_Click(object sender, EventArgs e)
{
Application.Exit();
}
private void Form1_Shown(object sender, EventArgs e)
{
exit.Invalidate();
Update();
for (double i = Opacity; i < 1; i += 0.01)
{
Opacity = i;
Thread.Sleep(8);
}
}
private void modFolder_lbl_LinkClicked(object sender, LinkLabelLinkClickedEventArgs e)
{
MessageBox.Show("Select the folder where all the brawl files to be replaced are located.\nUsually this is named \"pf\".\n\nFor Project M, this folder can be found inside the \"\\projectm\\\" folder.\n\nFor other mods it will most likely be in the \"\\private\\wii\\app\\RSBE\\\" folder", "Help", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
private void modFolderBrowse_Click(object sender, EventArgs e)
{
Ookii.Dialogs.VistaFolderBrowserDialog folderDialog = new Ookii.Dialogs.VistaFolderBrowserDialog();
DialogResult result = folderDialog.ShowDialog();
if (result == DialogResult.OK)
{
modFolder.Text = folderDialog.SelectedPath;
}
}
private void brawlIso_lbl_LinkClicked(object sender, LinkLabelLinkClickedEventArgs e)
{
MessageBox.Show("Select your unmodded Brawl disk image. This can be an ISO, CISO, WBFS, WBI, WIA, or WDF file\n\nNote: If there is an ssbb.d folder containing all of Brawl's files in the same folder as this application, then this field is unnecessary.", "Help", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
private void brawlIsoBrowse_Click(object sender, EventArgs e)
{
OpenFileDialog fileDialog = new OpenFileDialog();
fileDialog.Multiselect = false;
fileDialog.CheckFileExists = true;
fileDialog.Filter = "Wii Disk Images (*.iso; *.ciso; *.wbfs; *.wbi; *.wia; *.wdf)|*.iso; *.ciso; *.wbfs; *.wbi; *.wia; *.wdf|All files (*.*)|*.*";
DialogResult result = fileDialog.ShowDialog();
if (result == DialogResult.OK)
{
brawlIso.Text = fileDialog.FileName;
}
}
private void gctFile_lbl_LinkClicked(object sender, LinkLabelLinkClickedEventArgs e)
{
MessageBox.Show("Select the GCT file containing the codes for the selected mod. This can usually be found in the \"\\codes\\\" folder and will probably be named \"RSBE01.gct\"", "Help", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
private void gctFileBrowse_Click(object sender, EventArgs e)
{
OpenFileDialog fileDialog = new OpenFileDialog();
fileDialog.Multiselect = false;
fileDialog.CheckFileExists = true;
fileDialog.Filter = "GCT File (*.gct)|*.gct|All files (*.*)|*.*";
DialogResult result = fileDialog.ShowDialog();
if (result == DialogResult.OK)
{
gctFile.Text = fileDialog.FileName;
}
}
private void customID_CheckedChanged(object sender, EventArgs e)
{
gameID.Enabled = ((CheckBox) sender).Checked;
}
private void customTitle_CheckedChanged(object sender, EventArgs e)
{
gameTitle.Enabled = ((CheckBox)sender).Checked;
}
private void customBanner_CheckedChanged(object sender, EventArgs e)
{
banner.Enabled = ((CheckBox)sender).Checked;
bannerBrowse.Enabled = ((CheckBox)sender).Checked;
}
private void bannerBrowse_Click(object sender, EventArgs e)
{
OpenFileDialog fileDialog = new OpenFileDialog();
fileDialog.Multiselect = false;
fileDialog.CheckFileExists = true;
fileDialog.Filter = "Wii Banner Files (*.bnr)|*.bnr|All files (*.*)|*.*";
DialogResult result = fileDialog.ShowDialog();
if (result == DialogResult.OK)
{
banner.Text = fileDialog.FileName;
}
}
private void build_Click(object sender, EventArgs e)
{
if (buildWorker.IsBusy)
{
// Cancel
DialogResult cancel = MessageBox.Show("Are you sure you want to cancel the build?", "Cancel?", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (cancel == DialogResult.Yes)
{
_dontTouch = true;
SetStatus("Cancelling...", true);
buildWorker.CancelAsync();
}
return;
}
// Verify stuff
if (!File.Exists(brawlIso.Text) && !Directory.Exists("ssbb.d"))
{
MessageBox.Show("Brawl ISO location is invalid", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
if (modFolder.Text == "" && gctFile.Text == "" && !removeSubspace.Checked && !customID.Checked && !cutomTitle.Checked && !customBanner.Checked)
{
MessageBox.Show("You haven't specified any changes, building not required.", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
if (modFolder.Text != "" && !Directory.Exists(modFolder.Text))
{
MessageBox.Show("Mod folder location is invalid", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
string[] brawlFolders = {"effect", "fighter", "game", "info", "info2", "item", "item_gen", "menu", "menu2", "minigame", "module", "movie", "net", "sound", "stage", "system", "toy"};
if (!Directory.GetDirectories(modFolder.Text).Any(d => brawlFolders.Contains(new DirectoryInfo(d).Name)))
{
DialogResult badfolder = MessageBox.Show("It doesn't look like the mod folder you selected contains any replacement Brawl files, are you sure you selected the right foler? Usually it will be called 'pf'.\n\nDo you still want to attempt the build using the selected folder?", "Notice", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (badfolder == DialogResult.No)
return;
}
if (gctFile.Text != "" && !File.Exists(gctFile.Text))
{
MessageBox.Show("GCT file location is invalid", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
if (customID.Checked && !Regex.IsMatch(gameID.Text, "^[a-zA-Z0-9_]{6}$"))
{
MessageBox.Show("Game ID must be 6 characters and be made up of some combination of A-Z, 0-9, and underscores. No other characters are allowed.", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
if (customBanner.Checked && !File.Exists(banner.Text))
{
MessageBox.Show("Banner file location is invalid", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
// Ask where to save output
SaveFileDialog fileDialog = new SaveFileDialog();
fileDialog.OverwritePrompt = true;
fileDialog.Title = "Select where you wish to save modded Brawl image...";
fileDialog.Filter = "ISO Image|*.iso|CISO Image|*.ciso|WBFS Image|*.wbfs|WBI Image|*.wbi|WIA Image|*.wia|WDF Image|*.wdf";
string id = customID.Checked ? gameID.Text : "RSBE01";
string title = cutomTitle.Checked ? gameTitle.Text : "Super Smash Bros. Brawl";
fileDialog.FileName = title + " [" + id + "]";
DialogResult result = fileDialog.ShowDialog();
if (result != DialogResult.OK)
return;
_saveFileName = fileDialog.FileName;
// Disable form controls
foreach (Control c in Controls)
{
if (c != exit && c != build)
{
c.Tag = c.Enabled;
c.Enabled = false;
}
}
// Start background worker
buildWorker.RunWorkerAsync();
}
private void BrawlBuilder_FormClosing(object sender, FormClosingEventArgs e)
{
if (buildWorker.IsBusy)
{
// Cancel quitting, if user chooses to quit, then the background worker will do it once it cancels.
e.Cancel = true;
DialogResult result = MessageBox.Show("A build is in progress, quitting will stop the current build. Are you sure you want to quit?", "Exit", MessageBoxButtons.YesNo, MessageBoxIcon.Question);
if (result == DialogResult.No)
return;
_exiting = true;
_dontTouch = true;
SetStatus("Quitting...", true);
buildWorker.CancelAsync();
}
}
private void build_MouseEnter(object sender, EventArgs e)
{
if (buildWorker.IsBusy && !buildWorker.CancellationPending)
{
_dontTouch = true;
build.Text = "Cancel?";
}
}
private void build_MouseLeave(object sender, EventArgs e)
{
if (!buildWorker.CancellationPending)
{
_dontTouch = false;
build.Text = _curStatus;
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{452DFB7C-B582-4A35-8F19-D05C4CF60C2F}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>BrawlBuilder</RootNamespace>
<AssemblyName>BrawlBuilder</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<Reference Include="Ookii.Dialogs">
<HintPath>..\..\..\..\..\Desktop\Ookii.Dialogs\Ookii.Dialogs.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="BrawlBuilder.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="BrawlBuilder.Designer.cs">
<DependentUpon>BrawlBuilder.cs</DependentUpon>
</Compile>
<Compile Include="BrawlBuilder.WorkerCode.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<EmbeddedResource Include="BrawlBuilder.resx">
<DependentUpon>BrawlBuilder.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
<DesignTime>True</DesignTime>
</Compile>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\bg.png" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\x.png" />
</ItemGroup>
<ItemGroup>
<Content Include="icon.ico" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

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BrawlBuilder/Program.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace BrawlBuilder
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new BrawlBuilder());
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("BrawlBuilder")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("BrawlBuilder")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("452dfb7c-b582-4a35-8f19-d05c4cf60c2f")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace BrawlBuilder.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("BrawlBuilder.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap bg {
get {
object obj = ResourceManager.GetObject("bg", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap x {
get {
object obj = ResourceManager.GetObject("x", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="bg" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\bg.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
<data name="x" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\x.png;System.Drawing.Bitmap, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</value>
</data>
</root>

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace BrawlBuilder.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

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<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

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Resources/Ookii.Dialogs.dll Normal file

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License agreement for Ookii.Dialogs.
Copyright © Sven Groot (Ookii.org) 2009
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1) Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2) Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3) Neither the name of the ORGANIZATION nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.

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# This check is part of the alternate stage loader.
# If it's there we are asuming we are on 3.6
CHECK
91620000 90E20004
91820008 90620010
91220014 3C607072
60636F6A 80E10020
REMOVE
044218EC 00095F00
0442190C 00180000
04494990 00095F00
044949EC 80C23A60
044949F0 00180000
PATCH
7FFCFB78 3D8080C2
A18C4314 3BA05F65
TO
7FFCFB78 3D8080C3
A18CD114 3BA05F65
PATCH
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C0C
4BE52531 38A0007F
3883FFF5 38610020
4BE52521 38A00068
60E47C0C 38610020
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TO
065A7E00 00000088
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4BE52531 38A0007F
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4BE52521 38A00068
60E47C0C 38610020
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3BDEFFE0 93DB0008
4BA7A424 00000000

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effect\enemy\ef_arman.pac
effect\enemy\ef_aroaros.pac
effect\enemy\ef_arrians.pac
effect\enemy\ef_bitan.pac
effect\enemy\ef_bladeknight.pac
effect\enemy\ef_blossa.pac
effect\enemy\ef_blowm.pac
effect\enemy\ef_bombhead.pac
effect\enemy\ef_bonkers.pac
effect\enemy\ef_boobas.pac
effect\enemy\ef_botron.pac
effect\enemy\ef_brontoburt.pac
effect\enemy\ef_bubot.pac
effect\enemy\ef_bucyulus.pac
effect\enemy\ef_byushi.pac
effect\enemy\ef_cataguard.pac
effect\enemy\ef_cymal.pac
effect\enemy\ef_deathpod.pac
effect\enemy\ef_dekakuribo.pac
effect\enemy\ef_dyeburn.pac
effect\enemy\ef_faulong.pac
effect\enemy\ef_flows.pac
effect\enemy\ef_gal.pac
effect\enemy\ef_galfire.pac
effect\enemy\ef_galice.pac
effect\enemy\ef_galthunder.pac
effect\enemy\ef_ghamgha.pac
effect\enemy\ef_gunnatter.pac
effect\enemy\ef_gyraan.pac
effect\enemy\ef_hammerbros.pac
effect\enemy\ef_jdus.pac
effect\enemy\ef_jyakeel.pac
effect\enemy\ef_karon.pac
effect\enemy\ef_killer.pac
effect\enemy\ef_kokkon.pac
effect\enemy\ef_kuribo.pac
effect\enemy\ef_kyan.pac
effect\enemy\ef_mechcannon.pac
effect\enemy\ef_melorin.pac
effect\enemy\ef_met.pac
effect\enemy\ef_mite.pac
effect\enemy\ef_mizuo.pac
effect\enemy\ef_ngagog.pac
effect\enemy\ef_pacci.pac
effect\enemy\ef_patapata.pac
effect\enemy\ef_ploum.pac
effect\enemy\ef_popperam.pac
effect\enemy\ef_porkystatue.pac
effect\enemy\ef_prim.pac
effect\enemy\ef_roada.pac
effect\enemy\ef_robo.pac
effect\enemy\ef_shelly.pac
effect\enemy\ef_siralamos.pac
effect\enemy\ef_spar.pac
effect\enemy\ef_tautau.pac
effect\enemy\ef_teckin.pac
effect\enemy\ef_torista.pac
effect\enemy\ef_waddledee.pac
effect\enemy\ef_waddledoo.pac
effect\enemy\ef_whauel.pac
effect\enemy\ef_wiiems.pac
effect\stage\adventure\ef_AdvAncientOut.pac
effect\stage\adventure\ef_AdvCave.pac
effect\stage\adventure\ef_AdvCliff.pac
effect\stage\adventure\ef_AdvCloud.pac
effect\stage\adventure\ef_AdvDimension.pac
effect\stage\adventure\ef_AdvEscape.pac
effect\stage\adventure\ef_AdvFactory.pac
effect\stage\adventure\ef_AdvFlyingPlate.pac
effect\stage\adventure\ef_AdvFortress.pac
effect\stage\adventure\ef_AdvGrass.pac
effect\stage\adventure\ef_AdvHalberdIn.pac
effect\stage\adventure\ef_AdvHalberdOut.pac
effect\stage\adventure\ef_AdvHalberdSide.pac
effect\stage\adventure\ef_AdvJungle.pac
effect\stage\adventure\ef_AdvLakeside.pac
effect\stage\adventure\ef_AdvRiver.pac
effect\stage\adventure\ef_AdvRuin.pac
effect\stage\adventure\ef_AdvRuinfront.pac
effect\stage\adventure\ef_AdvStadium.pac
effect\stage\adventure\ef_AdvStore.pac
effect\stage\adventure\ef_AdvWild.pac
effect\stage\adventure\ef_AdvZoo.pac
effect\ef_advcommon.pac
info\adventure\info_center_adv_en.brres
info\adventure\radar_en.brres
item_gen\ItmCommonAdvGen.pac
menu\adventure\comer_tex\tex_face001.brres
menu\adventure\comer_tex\tex_face002.brres
menu\adventure\comer_tex\tex_face003.brres
menu\adventure\comer_tex\tex_face004.brres
menu\adventure\comer_tex\tex_face005.brres
menu\adventure\comer_tex\tex_face006.brres
menu\adventure\comer_tex\tex_face007.brres
menu\adventure\comer_tex\tex_face008.brres
menu\adventure\comer_tex\tex_face009.brres
menu\adventure\comer_tex\tex_face010.brres
menu\adventure\comer_tex\tex_face011.brres
menu\adventure\comer_tex\tex_face012.brres
menu\adventure\comer_tex\tex_face013.brres
menu\adventure\comer_tex\tex_face014.brres
menu\adventure\comer_tex\tex_face015.brres
menu\adventure\comer_tex\tex_face016.brres
menu\adventure\comer_tex\tex_face017.brres
menu\adventure\comer_tex\tex_face018.brres
menu\adventure\comer_tex\tex_face019.brres
menu\adventure\comer_tex\tex_face020.brres
menu\adventure\comer_tex\tex_face022.brres
menu\adventure\comer_tex\tex_face023.brres
menu\adventure\comer_tex\tex_face024.brres
menu\adventure\comer_tex\tex_face025.brres
menu\adventure\comer_tex\tex_face026.brres
menu\adventure\comer_tex\tex_face027.brres
menu\adventure\comer_tex\tex_face028.brres
menu\adventure\comer_tex\tex_face029.brres
menu\adventure\comer_tex\tex_face030.brres
menu\adventure\comer_tex\tex_face031.brres
menu\adventure\comer_tex\tex_face032.brres
menu\adventure\comer_tex\tex_face033.brres
menu\adventure\comer_tex\tex_face034.brres
menu\adventure\comer_tex\tex_face035.brres
menu\adventure\comer_tex\tex_face037.brres
menu\adventure\comer_tex\tex_face038.brres
menu\adventure\comer_tex\tex_face039.brres
menu\adventure\comer_tex\tex_face041.brres
menu\adventure\comer_tex\tex_face042.brres
menu\adventure\comer_tex\tex_face044.brres
menu\adventure\comer_tex\tex_face046.brres
menu\adventure\comer_tex\tex_face047.brres
menu\adventure\adv_over_en.brres
menu\adventure\cmn_en.brres
menu\adventure\comer_en.brres
menu\adventure\fade_en.brres
menu\adventure\map_sel_en.brres
menu\adventure\mu_adv_selchrb_tbl.dat
menu\adventure\mu_seal.pac
menu\adventure\mu_staffroll_en.dat
menu\adventure\mu_word_of_song.dat
menu\adventure\name_sel_en.brres
menu\adventure\result_en.brres
menu\adventure\selchr_common_en.brres
menu\adventure\selchrb_en.brres
menu\adventure\selchrc_en.brres
menu\adventure\selchrcd_common_en.brres
menu\adventure\selchrd_en.brres
menu\adventure\sellv_en.brres
menu\adventure\staffroll_en.brres
menu\adventure\visual_en.brres
menu\adventure\word_of_song_en.brres
menu\defaultcamera\AdvMovie.brres
menu\defaultcamera\AdvMovieWide.brres
menu\defaultcamera\MenAdvOver.brres
menu\defaultcamera\MenAdvOverWide.brres
menu\msg\adv_comer_en.msbin
menu\msg\adv_enemy_name_en.msbin
menu\msg\adv_pause_dialog_en.msbin
menu\msg\adv_result_en.msbin
menu\msg\adv_save_dialog_en.msbin
menu\msg\adv_save_load_en.msbin
menu\msg\adv_seal_en.msbin
menu\msg\adv_selchrc_en.msbin
menu\msg\adv_sellv_en.msbin
menu\msg\adv_selmap_en.msbin
menu\msg\adv_selname_en.msbin
menu\msg\adv_staffroll_en.msbin
menu\msg\movie_en.msbin
menu2\if_adv_mngr_en.pac
menu2\sc_adv_gameover_en.pac
menu2\sc_adv_result_en.pac
menu2\sc_adv_seal_en.pac
menu2\sc_adv_selmap_en.pac
module\sora_adv_menu_difficulty.rel
module\sora_adv_menu_ending.rel
module\sora_adv_menu_game_over.rel
module\sora_adv_menu_name.rel
module\sora_adv_menu_result.rel
module\sora_adv_menu_save_load.rel
module\sora_adv_menu_save_point.rel
module\sora_adv_menu_seal.rel
module\sora_adv_menu_sel_char.rel
module\sora_adv_menu_sel_map.rel
module\sora_adv_menu_telop.rel
module\sora_adv_menu_visual.rel
module\sora_adv_stage.rel
movie\01-00.thp
movie\01-01K.thp
movie\01-01M.thp
movie\02-00.thp
movie\03-00.thp
movie\03-01.thp
movie\03-02.thp
movie\03-02P.thp
movie\03-02Z.thp
movie\04-00.thp
movie\04-01.thp
movie\04-02.thp
movie\04-03.thp
movie\05-00.thp
movie\05-00P.thp
movie\05-00Z.thp
movie\05-01.thp
movie\05-01P.thp
movie\05-01Z.thp
movie\06-00.thp
movie\06-01.thp
movie\07-00.thp
movie\08-00.thp
movie\08-01.thp
movie\08-02.thp
movie\09-00.thp
movie\09-01.thp
movie\09-02.thp
movie\09-03.thp
movie\10-00.thp
movie\10-01.thp
movie\10-02.thp
movie\10-03.thp
movie\11-00.thp
movie\11-00P.thp
movie\11-00Z.thp
movie\12-00.thp
movie\12-00HT.thp
movie\12-01.thp
movie\12-02.thp
movie\13-00.thp
movie\13-00_end.thp
movie\14-00.thp
movie\14-01.thp
movie\14-02.thp
movie\15-00.thp
movie\15-00P.thp
movie\15-00Z.thp
movie\16-00P.thp
movie\16-00Z.thp
movie\16-01P.thp
movie\16-01Z.thp
movie\16-02L.thp
movie\16-02LZ.thp
movie\16-02M.thp
movie\16-02MZ.thp
movie\16-03.thp
movie\16-04.thp
movie\17-00.thp
movie\18-00.thp
movie\18-01.thp
movie\18-02.thp
movie\19-00.thp
movie\19-00P.thp
movie\19-00Z.thp
movie\20-00.thp
movie\20-01.thp
movie\20-01P.thp
movie\20-01Z.thp
movie\21-00.thp
movie\22-00.thp
movie\22-00HP.thp
movie\23-00F.thp
movie\23-00L.thp
movie\23-01.thp
movie\24-00.thp
movie\24-01.thp
movie\24-02.thp
movie\25-00.thp
movie\25-01.thp
movie\26-00.thp
movie\26-01.thp
movie\27-00.thp
movie\27-01.thp
movie\27-02.thp
movie\27-02HW.thp
movie\28-00.thp
movie\28-01.thp
movie\28-02.thp
movie\28-03.thp
movie\29-00.thp
movie\30-00.thp
movie\30-01.thp
movie\31-00.thp
movie\31-01.thp
movie\31-02L.thp
movie\31-02M.thp
movie\31-03.thp
movie\32-00.thp
movie\33-00.thp
movie\33-01.thp
movie\33-01_end.thp
movie\33-02.thp
movie\33-03.thp
movie\34-00.thp
movie\34-01.thp
movie\35-00.thp
movie\35-01.thp
movie\36-00.thp
movie\36-01.thp
movie\37-00.thp
movie\37-01.thp
movie\37-02.thp
movie\37-03.thp
movie\38-00.thp
movie\39-00.thp
movie\39-01.thp
movie\39-02.thp
movie\40-00.thp
movie\40-01.thp
movie\40-02.thp
movie\41-00.thp
movie\41-01.thp
movie\41-02S.thp
movie\41-03S.thp
movie\42-00.thp
movie\43-00.thp
movie\2006_E3.thp
movie\2006_Wii.thp
movie\ADV_ending.thp
movie\Conference.thp
movie\HowtoPlay.thp
movie\SnakeMovie.thp
movie\SonicMovie.thp
movie\param\jp\01-00.pac
movie\param\jp\01-01K.pac
movie\param\jp\01-01M.pac
movie\param\jp\02-00.pac
movie\param\jp\03-00.pac
movie\param\jp\03-01.pac
movie\param\jp\03-02P.pac
movie\param\jp\03-02Z.pac
movie\param\jp\04-00.pac
movie\param\jp\04-01.pac
movie\param\jp\04-02.pac
movie\param\jp\04-03.pac
movie\param\jp\05-00P.pac
movie\param\jp\05-00Z.pac
movie\param\jp\05-01P.pac
movie\param\jp\05-01Z.pac
movie\param\jp\06-00.pac
movie\param\jp\06-01.pac
movie\param\jp\07-00.pac
movie\param\jp\08-00.pac
movie\param\jp\08-01.pac
movie\param\jp\08-02.pac
movie\param\jp\09-00.pac
movie\param\jp\09-01.pac
movie\param\jp\09-02.pac
movie\param\jp\09-03.pac
movie\param\jp\10-00.pac
movie\param\jp\10-01.pac
movie\param\jp\10-02.pac
movie\param\jp\10-03.pac
movie\param\jp\11-00P.pac
movie\param\jp\11-00Z.pac
movie\param\jp\12-00.pac
movie\param\jp\12-00HT.pac
movie\param\jp\12-01.pac
movie\param\jp\12-02.pac
movie\param\jp\13-00.pac
movie\param\jp\14-00.pac
movie\param\jp\14-01.pac
movie\param\jp\14-02.pac
movie\param\jp\15-00P.pac
movie\param\jp\15-00Z.pac
movie\param\jp\16-00P.pac
movie\param\jp\16-00Z.pac
movie\param\jp\16-01P.pac
movie\param\jp\16-01Z.pac
movie\param\jp\16-02L.pac
movie\param\jp\16-02LZ.pac
movie\param\jp\16-02M.pac
movie\param\jp\16-02MZ.pac
movie\param\jp\16-03.pac
movie\param\jp\16-04.pac
movie\param\jp\17-00.pac
movie\param\jp\18-00.pac
movie\param\jp\18-01.pac
movie\param\jp\18-02.pac
movie\param\jp\19-00P.pac
movie\param\jp\19-00Z.pac
movie\param\jp\20-00.pac
movie\param\jp\20-01P.pac
movie\param\jp\20-01Z.pac
movie\param\jp\21-00.pac
movie\param\jp\22-00.pac
movie\param\jp\22-00HP.pac
movie\param\jp\23-00F.pac
movie\param\jp\23-00L.pac
movie\param\jp\23-01.pac
movie\param\jp\24-00.pac
movie\param\jp\24-01.pac
movie\param\jp\24-02.pac
movie\param\jp\25-00.pac
movie\param\jp\25-01.pac
movie\param\jp\26-00.pac
movie\param\jp\26-01.pac
movie\param\jp\27-00.pac
movie\param\jp\27-01.pac
movie\param\jp\27-02.pac
movie\param\jp\27-02HW.pac
movie\param\jp\28-00.pac
movie\param\jp\28-01.pac
movie\param\jp\28-02.pac
movie\param\jp\28-03.pac
movie\param\jp\29-00.pac
movie\param\jp\30-00.pac
movie\param\jp\30-01.pac
movie\param\jp\31-00.pac
movie\param\jp\31-01.pac
movie\param\jp\31-02L.pac
movie\param\jp\31-02M.pac
movie\param\jp\31-03.pac
movie\param\jp\32-00.pac
movie\param\jp\33-00.pac
movie\param\jp\33-01.pac
movie\param\jp\33-02.pac
movie\param\jp\33-03.pac
movie\param\jp\34-00.pac
movie\param\jp\34-01.pac
movie\param\jp\35-00.pac
movie\param\jp\35-01.pac
movie\param\jp\36-00.pac
movie\param\jp\36-01.pac
movie\param\jp\37-00.pac
movie\param\jp\37-01.pac
movie\param\jp\37-02.pac
movie\param\jp\37-03.pac
movie\param\jp\38-00.pac
movie\param\jp\39-00.pac
movie\param\jp\39-01.pac
movie\param\jp\39-02.pac
movie\param\jp\40-00.pac
movie\param\jp\40-01.pac
movie\param\jp\40-02.pac
movie\param\jp\41-00.pac
movie\param\jp\41-01.pac
movie\param\jp\41-02S.pac
movie\param\jp\41-03S.pac
movie\param\jp\42-00.pac
movie\param\jp\43-00.pac
movie\param\us\01-00.pac
movie\param\us\01-01K.pac
movie\param\us\01-01M.pac
movie\param\us\02-00.pac
movie\param\us\03-00.pac
movie\param\us\03-01.pac
movie\param\us\03-02P.pac
movie\param\us\03-02Z.pac
movie\param\us\04-00.pac
movie\param\us\04-01.pac
movie\param\us\04-02.pac
movie\param\us\04-03.pac
movie\param\us\05-00P.pac
movie\param\us\05-00Z.pac
movie\param\us\05-01P.pac
movie\param\us\05-01Z.pac
movie\param\us\06-00.pac
movie\param\us\06-01.pac
movie\param\us\07-00.pac
movie\param\us\08-00.pac
movie\param\us\08-01.pac
movie\param\us\08-02.pac
movie\param\us\09-00.pac
movie\param\us\09-01.pac
movie\param\us\09-02.pac
movie\param\us\09-03.pac
movie\param\us\10-00.pac
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movie\param\us\10-02.pac
movie\param\us\10-03.pac
movie\param\us\11-00P.pac
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movie\param\us\12-00.pac
movie\param\us\12-00HT.pac
movie\param\us\12-01.pac
movie\param\us\12-02.pac
movie\param\us\13-00.pac
movie\param\us\14-00.pac
movie\param\us\14-01.pac
movie\param\us\14-02.pac
movie\param\us\15-00P.pac
movie\param\us\15-00Z.pac
movie\param\us\16-00P.pac
movie\param\us\16-00Z.pac
movie\param\us\16-01P.pac
movie\param\us\16-01Z.pac
movie\param\us\16-02L.pac
movie\param\us\16-02LZ.pac
movie\param\us\16-02M.pac
movie\param\us\16-02MZ.pac
movie\param\us\16-03.pac
movie\param\us\16-04.pac
movie\param\us\17-00.pac
movie\param\us\18-00.pac
movie\param\us\18-01.pac
movie\param\us\18-02.pac
movie\param\us\19-00P.pac
movie\param\us\19-00Z.pac
movie\param\us\20-00.pac
movie\param\us\20-01P.pac
movie\param\us\20-01Z.pac
movie\param\us\21-00.pac
movie\param\us\22-00.pac
movie\param\us\22-00HP.pac
movie\param\us\23-00F.pac
movie\param\us\23-00L.pac
movie\param\us\23-01.pac
movie\param\us\24-00.pac
movie\param\us\24-01.pac
movie\param\us\24-02.pac
movie\param\us\25-00.pac
movie\param\us\25-01.pac
movie\param\us\26-00.pac
movie\param\us\26-01.pac
movie\param\us\27-00.pac
movie\param\us\27-01.pac
movie\param\us\27-02.pac
movie\param\us\27-02HW.pac
movie\param\us\28-00.pac
movie\param\us\28-01.pac
movie\param\us\28-02.pac
movie\param\us\28-03.pac
movie\param\us\29-00.pac
movie\param\us\30-00.pac
movie\param\us\30-01.pac
movie\param\us\31-00.pac
movie\param\us\31-01.pac
movie\param\us\31-02L.pac
movie\param\us\31-02M.pac
movie\param\us\31-03.pac
movie\param\us\32-00.pac
movie\param\us\33-00.pac
movie\param\us\33-01.pac
movie\param\us\33-02.pac
movie\param\us\33-03.pac
movie\param\us\34-00.pac
movie\param\us\34-01.pac
movie\param\us\35-00.pac
movie\param\us\35-01.pac
movie\param\us\36-00.pac
movie\param\us\36-01.pac
movie\param\us\37-00.pac
movie\param\us\37-01.pac
movie\param\us\37-02.pac
movie\param\us\37-03.pac
movie\param\us\38-00.pac
movie\param\us\39-00.pac
movie\param\us\39-01.pac
movie\param\us\39-02.pac
movie\param\us\40-00.pac
movie\param\us\40-01.pac
movie\param\us\40-02.pac
movie\param\us\41-00.pac
movie\param\us\41-01.pac
movie\param\us\41-02S.pac
movie\param\us\41-03S.pac
movie\param\us\42-00.pac
movie\param\us\43-00.pac
sound\strm\X17.brstm
sound\strm\X27.brstm
sound\strm\Y01.brstm
sound\strm\Y02.brstm
sound\strm\Y03.brstm
sound\strm\Y04.brstm
sound\strm\Y05.brstm
sound\strm\Y08.brstm
sound\strm\Y09.brstm
sound\strm\Y10.brstm
sound\strm\Y11.brstm
sound\strm\Y13.brstm
sound\strm\Y14.brstm
sound\strm\Y15.brstm
sound\strm\Y16.brstm
sound\strm\Y17.brstm
stage\adventure\010001.pac
stage\adventure\030001.pac
stage\adventure\030101.pac
stage\adventure\040001.pac
stage\adventure\040101.pac
stage\adventure\040201.pac
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16
Resources/genList.py Normal file
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#!/usr/bin/python
import xml.sax
import sys
import os
f = open("brawlFileList.txt", "w")
for root, dirs, files in os.walk(sys.argv[1]):
for file in files:
info = os.stat(os.path.join(root, file))
relDir = os.path.relpath(root, sys.argv[1])
relFile = os.path.join(relDir, file)
f.write(relFile + " " + str(info.st_size) + "\n")
f.close()

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<!-- <memory offset="0x801E9A2C" value="4BE17E7C" /> -->
<memory offset="0x80200984" value="4BE00F24" />
<memory offset="0x80002778" value="80200B84" />
<memory offset="0x80001CDE" value="8057" />
<memory offset="0x80001CE2" value="0000" />
<memory offset="0x80001F5A" value="8057" />
<memory offset="0x80001F5E" value="0000" />
<memory offset="0x800042B8" value="60000000" />
<memory offset="0x803E9930" value="60000000" />

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BIN
Resources/wit/cygwin1.dll Normal file

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@ -0,0 +1,339 @@
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
using it. (Some other Free Software Foundation software is covered by
the GNU Lesser General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
this service if you wish), that you receive source code or can get it
if you want it, that you can change the software or use pieces of it
in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have. You must make sure that they, too, receive or can get the
source code. And you must show them these terms so they know their
rights.
We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software. If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.
Finally, any free program is threatened constantly by software
patents. We wish to avoid the danger that redistributors of a free
program will individually obtain patent licenses, in effect making the
program proprietary. To prevent this, we have made it clear that any
patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and
modification follow.
GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
a notice placed by the copyright holder saying it may be distributed
under the terms of this General Public License. The "Program", below,
refers to any such program or work, and a "work based on the Program"
means either the Program or any derivative work under copyright law:
that is to say, a work containing the Program or a portion of it,
either verbatim or with modifications and/or translated into another
language. (Hereinafter, translation is included without limitation in
the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running the Program is not restricted, and the output from the Program
is covered only if its contents constitute a work based on the
Program (independent of having been made by running the Program).
Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's
source code as you receive it, in any medium, provided that you
conspicuously and appropriately publish on each copy an appropriate
copyright notice and disclaimer of warranty; keep intact all the
notices that refer to this License and to the absence of any warranty;
and give any other recipients of the Program a copy of this License
along with the Program.
You may charge a fee for the physical act of transferring a copy, and
you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion
of it, thus forming a work based on the Program, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices
stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in
whole or in part contains or is derived from the Program or any
part thereof, to be licensed as a whole at no charge to all third
parties under the terms of this License.
c) If the modified program normally reads commands interactively
when run, you must cause it, when started running for such
interactive use in the most ordinary way, to print or display an
announcement including an appropriate copyright notice and a
notice that there is no warranty (or else, saying that you provide
a warranty) and that users may redistribute the program under
these conditions, and telling the user how to view a copy of this
License. (Exception: if the Program itself is interactive but
does not normally print such an announcement, your work based on
the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Program,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Program, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Program.
In addition, mere aggregation of another work not based on the Program
with the Program (or with a work based on the Program) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may copy and distribute the Program (or a work based on it,
under Section 2) in object code or executable form under the terms of
Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of Sections
1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three
years, to give any third party, for a charge no more than your
cost of physically performing source distribution, a complete
machine-readable copy of the corresponding source code, to be
distributed under the terms of Sections 1 and 2 above on a medium
customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer
to distribute corresponding source code. (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form with such
an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for
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If distribution of executable or object code is made by offering
access to copy from a designated place, then offering equivalent
access to copy the source code from the same place counts as
distribution of the source code, even though third parties are not
compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program
except as expressly provided under this License. Any attempt
otherwise to copy, modify, sublicense or distribute the Program is
void, and will automatically terminate your rights under this License.
However, parties who have received copies, or rights, from you under
this License will not have their licenses terminated so long as such
parties remain in full compliance.
5. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Program or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Program (or any work based on the
Program), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the
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conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
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distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Program at all. For example, if a patent
license would not permit royalty-free redistribution of the Program by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under
any particular circumstance, the balance of the section is intended to
apply and the section as a whole is intended to apply in other
circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system, which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded. In such case, this License incorporates
the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation. If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.
10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission. For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this. Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License.

View File

@ -0,0 +1,17 @@
WIT (Wiimms ISO Tools) is licensed under GPL 2.0:
http://www.gnu.org/licenses/gpl-2.0.txt
The source code for releases and beta versions is available in a
SVN repository. For browsing the source use the ViewVC interface:
Release:
SVN repos: http://opensvn.wiimm.de/wii/trunk/wiimms-iso-tools/
Browsing: http://opensvn.wiimm.de/viewvc/wii/trunk/wiimms-iso-tools/
Latest beta:
SVN repos: http://opensvn.wiimm.de/wii/branches/public/wiimms-iso-tools/
Browsing: http://opensvn.wiimm.de/viewvc/wii/branches/public/wiimms-iso-tools/
Infos, binaries and source code can be found at the WIT homepage:
http://wit.wiimm.de/
2015-02-08, Wiimm

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