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59 April 1st, 2017

Marth's New Final Smash Millionaire Strike by Mortimer
[Character - Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Marth]



Just one of the many ones I did. It's probably the easiest one to make so I copied it to a vanilla psa file, without my heavy editings.
If there will be more to come, will depend on you.

Final Smash is "final" for a reason.
Anything you'd better post in my thread: http://forums.kc-mm.com/index.php?topic=61703.0

167 November 4th, 2016

PSA Coding Guide by Mortimer
[Misc - Other (stuff we forgot)]



This is a series of text files which I tried to explain what the most important psa commands do.

IMPORTANT: This is a GUIDE, NOT A TUTORIAL.

I'm explaining what you can do, not how. And I tried to explain the tricks and infos brawl engine has not many people know about.

Still, I doubt I wrote everything 100% fine. You can post to me in my thread, if you need info or complain:
http://forums.kc-mm.com/index.php?topic=61703.0

73 September 18th, 2016

Dry Bones Recolors (Project M) by DrownedCancer, Mortimer with credit to Mortimer - For the amazing model and psa
[Character - Texture - Lucario]



Whew first texture mod I created. This goes over Mortimer's Dry Bones PSA Only. I Intended this mod to go into Project M 3.6. At the time I tested this in MarioKing64DS's waluigi build which had a 8th Lucario recolor slot. More info is in the Readme inside.

What is included:
-8 Recolors for Dry Bones
-8 Stocks
-8 CSPs
-8 BPs
-Result Screen CSPs file
-Project M Character Select naming and Icon
-Readme file with Instructions, Recolor names and Credits.

Dry Bones PSA found here:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36443

More images here:
http://imgur.com/a/xE2nH

PM me if there are any issues or things I missed.

51 September 14th, 2016

Dry Bones SFX (again) by Mortimer
[SFX - Lucario]



Yeah, for the same elder psa I released years ago.

Some reports of my previous sawnd file say that it crashes the game. Maybe not for everyone... it doesn't for me. This might fix it, but I can't be sure because I can't reproduce the bug.

Read the \"read me for once.txt\" included.
(Source: Several Mario gameses)
232 October 20th, 2015

Baphomet Boss Version (fix 2) by Mortimer
[Character - Moveset (PSA) - King Dedede]



***EDIT (OCTOBER 18)***
Yet another bug fix. Will prevent the final smash from ending too soon.


***EDIT (OCTOBER 17)***
If you are one of those who downloaded it, download it again because I forgot the updated motion file. Baphomet won't move anymore if Luigi appears.


This is an overpowered version of Baphomet. The psa is not meatn to be used, just fought. You can play with it if you want of course, but don't complain about anything. The psa does not contain new attacks, but I included the only attack of my alternate final smash "Scourging Core" that a cpu can use properly. It's the first attack performed in Wario's video.
There's also a new sanwd file, which can replace the original one without problems.
Also, this contains only the pac the the sanwd file. If you want the rest of the files, you'll have to download the normal psa version.

Any problems, http://forums.kc-mm.com/index.php?topic=61703.0

156 May 19th, 2015

Guardian of Insanity / Blob (beta) by Mortimer
[Character - Texture, Import, Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Pikachu]



A very early beta of my next work. This release is for testing purposes and to see if it's worth releasing the full version when it's finished.

No soundpack, recolors, final smash, taunts, win animations or alternate attacks.

There are animation problems here, but that's not the point for now. I'd like to know about the attacks' usefulness, bugs or anything else.

Avoid making taunts and the final smash.

My thread: http://forums.kc-mm.com/index.php?topic=61703.0

1097 April 1st, 2017

Koopa Troopa PSA by Mortimer with credit to Peardian (created the koopa helmet model), Zutox (suggested the bullet bill mortar attack), Aerros (tested the psa).
[Character - Texture, Import, Moveset (PSA) - Jigglypuff]



*********EDITED (APRIL 11)***********
Tweaks mostly plus the green recolor.
Read the text file included.

*********EDITED (MARCH 10)*********
-Removed a bug that caused side-taunt to crash the game

I'm uploading this 4 months after it was 99% finished. During those 4 months, I played with it for like 3 hours and I don't think that's enough testing. Since my progress in that matter is being much slower than sluggish, here it is.

Like always, info about that in my thread: http://forums.kc-mm.com/index.php?topic=61703.0


KNOWN ISSUES
-I had to remove the metal texture because it was making the wings red, and I still didn't have enough patience to figure out the reason.
-Also, sorry about the pokeball stuff at the entry. I promised some people codes wouldn't be necessary to play with this, so accept that.

I doubt I balanced this properly in such a short testing period. Any suggestion is welcome.
And PLEASE report bugs you find. I don't want to have someone telling me about a bug everyone knew and no one told me until a half year after I released it, like what ahppened to Dry Bones. :p

EDIT: According to DragonGold123, freezes periodically if used with BrawlEx during the final smash.

169 February 3rd, 2015

Project M| Parry (3 frame window) by Aerros, KingJigglypuff, Mortimer
[Pack - Character]



UPDATE:
Due to public demand, I've uploaded a separate version of this mod with a 3 frame parry window.

DOWNLOAD STEPS:
1. Save a copy of your original fighter folder.

2. Download
*click the project title*

3. Replace fighter folder
(project m -- pf -- fighter)
___________________________________________

PURPOSE:
The content shown is simply experimental.

It was originally started because I felt as though SDI (Smash Directional Influence) was not enough to counter an observed apparent helplessness when a defender is airborne.

Whether successful or not, this project means to show that:
-games are best improved by the player base
-complicated skills can be learned if the will exists
___________________________________________

KNOWN ERRORS
report bugs by:
-using the comment section
-send emails to KPeralta9@gmail.com
-send messages via youtube private messaging

1. If parrying does not activate on your character:
-Select Sheik or Samus and start a match.
-Exit match.
-Selecting any character from this point on should enable parrying.

2. Ice Climber duo parrying bugged. For now, until this project gains popularity, select Solo Popo (SoPo) by holding R after selecting Ice Climbers
: (
I could not solve this alone, in time.

3. Assigning the Parry Animations to empty subactions (the same \"folder area\" where jumping, squatting scripts are located) led to some errors early in development.
Some ladder animations were replaced to accommodate this new technique.
___________________________________________

MUSIC
Kind Des Wehrmuts
by Centhron

Apologies for the video quality~
This was what the quality was supposed to look like:
http://i.imgur.com/J9qUiHx.png
http://i.imgur.com/AvHirg4.png
http://i.imgur.com/zSMCuRv.png
http://i.imgur.com/QgjIVzH.png

216 February 1st, 2015

Project M| Parry by Aerros, KingJigglypuff, Mortimer
[Pack - Character]



https://www.youtube.com/watch?v=cKr9oQyvTI8&feature=youtu.be

DOWNLOAD STEPS:
1. Save a copy of your original fighter folder.

2. Download
https://www.dropbox.com/sh/s6fpkxw0grz8mbj/AACPvMt58w9MHA52V3ARp0l2a?dl=0

3. Replace fighter folder
(project m -- pf -- fighter)
___________________________________________

PURPOSE:
The content shown is simply experimental.

It was originally started because I felt as though SDI (Smash Directional Influence) was not enough to counter an observed apparent helplessness when a defender is airborne.

Whether successful or not, this project means to show that:
-games are best improved by the player base
-complicated skills can be learned if the will exists
___________________________________________

KNOWN ERRORS
report bugs by:
-using the comment section
-send emails to KPeralta9@gmail.com
-send messages via youtube private messaging

1. If parrying does not activate on your character:
-Select Sheik or Samus and start a match.
-Exit match.
-Selecting any character from this point on should enable parrying.

2. Ice Climber duo parrying bugged. For now, until this project gains popularity, select Solo Popo (SoPo) by holding R after selecting Ice Climbers
: (
I could not solve this alone, in time.

3. Assigning the Parry Animations to empty subactions (the same \"folder area\" where jumping, squatting scripts are located) led to some errors early in development.
Some ladder animations were replaced to accommodate this new technique.
___________________________________________

MUSIC
Kind Des Wehrmuts
by Centhron

Apologies for the video quality~

825 September 28th, 2014

Baphomet by Mortimer, Gamidame_K with credit to Zutox (testing the psa for me)
[Character - Texture, Import, Moveset (PSA) - King Dedede]



Kyouma/Gamidame created and rigged this model. I just rigged his wings, ears and added bones to the staff and made the whole psa.
PSA is over King Dedede. You can check my thread for explanations about the attacks: http://forums.kc-mm.com/index.php?topic=61703.0

Things you should know:
-King Dedede's psa file was very unstable to work with. I have no idea what kind of bugs may happen;
-If you let the final smash attack on its own, it won't hit grounded enemies for some reason;
-No FS eyes, and the metal texture is bugged on the head and on the staff;
-Zutox reported his glide bugged a little, but I couldn't reproduce it, so it's not fixed, in case you see anything weird.
-The curry shots won't work properly. The cause of this problem is probably the excessive number of bones the model now has, so it's unfixable, but your health should regenerate while in the curry's wait animation.
-The .sawnd file is included.


633 April 22nd, 2014

Dry Bones Stretching bug fix by Mortimer with credit to KTH, pikazz for the model; LenSho for the FS's ending effect, Zutox for helping me with this bug
[Character - Vertex, Import, Moveset (PSA) - Lucario]



Reuploading the psa with the fix on the side-B and FS stretching polygons. The psa is still the very same. This time, .sawnd file is included in this rar.

374 November 12th, 2013

Dry Bones over Lucario Recolors + Extras by Hosernaut, Mortimer, StupidMarioFan1 with credit to pikazz for the model import
[Character - Texture, Vertex, Import - Lucario]



Hello everyone. This is a recolors + extras pack for Mortimer's Dry Bones PSA over Lucario.

Included in here are recolors by StupidMarioFan1 ported over to Mortimer's modified Lucario version, as well as CSPs, BPs, and names.Also included are stock icons created by me.

If you have any issues, feel free to PM me.

Also, check out my custom stock icons here: http://forums.kc-mm.com/index.php?topic=64175.msg1195318#msg1195318

97 October 29th, 2013

Dry Bones Sounds by Mortimer
[SFX - Lucario]



Sounds to be used with my Dry Bones psa, in .sawnd format.
(Source: Mario games in general)
439 October 27th, 2013

Dry Bones PSA by Mortimer with credit to KTH, pikazz for the model; LenSho for the FS's ending effect
[Character - Vertex, Import, Moveset (PSA) - Lucario]



Topic: http://forums.kc-mm.com/index.php?topic=61703.0
Here and on the video are explained everything about this psa. Remember this model was not rigged neither imported by me.
Just to let you know for sure:
-He is over Lucario;
-Doesn't have metal textures;
-The final smashes are not on this video, but you can watch them on the other videos on my thread;
-The grounded Up-Special can only be done again after you jump once for reasons I don't know;
-Soundpack is included.


680 May 27th, 2012

Waluigi Soundpack (diddy) by Mortimer with credit to doublek642, Snoopy, Marioking64DS, SJS, EternalYoshi
[SFX - Diddy Kong]



Same soundpack I sent before, but now over Diddy Kong.
I know there's a lot of unused sounds in many characters. If I remember correctly, Diddy only uses 1 of his 4 damage sounds, so I'm not sure which sounds here will play or not.

NOTE 1: I based this soundpack on Diddy's pac file, not on his Waluigi port. Still, will be much better than his monkey sounds.

NOTE 2: I almost never use Diddy. Some of his sounds are unknown to me. So there's a chance that maybe 1 or 2 sounds were not replaced.

Was requested by NocturneX14, but I believe more people may want this. This took me like 1 hour to do, I don't know why people take so loooong to release this kind of stuff.

**EDIT: Thanks for the report, I'll explain better. This file was requested by one person, which precisely asked me to port sounds over Diddy's. What this person/whoever who download this is doing is not up to me.
Since Waluigi was originally made over Toon Link, his sounds in the .pac file are probably Toon Link's ones. Even if I had based this soundpack on his pac file over Diddy, it would have made no difference. I would need to release a new .pac file for Waluigi over Diddy containing the properly sound ids, but I would need permission from the creators to do that.

So, in other words, if you want this working, you will have to manually change all his sounds in the pac file yourself. Ok, this is some plenty of work to do, I confess I didn't think about this, but like I said, it was requested to be like this.
OR: You can download the soundpack over Toon Link and use a code to make Diddy Kong uses Toon Link's soundbank, so you wouldn't have to change anything on the pac file. But I don't know this code, so go search for it.
(Source: Mario Kart Wii sounds)
225 July 28th, 2013

Waluigi Soundpack (toon link) by Mortimer with credit to doublek642, Snoopy, Marioking64DS, SJS, EternalYoshi
[SFX - Toon Link]



Got some error messages the first time I submitted this, so I'm not sure it was done properly.

It's the soundpack I made for Waluigi several months ago. I didn't see a reason to release it anymore since it was done by another person before I could indeed finish it, and I didn't know how to use sawndz at that time.
Now it was requested so I'm putting it here.
(Source: Mario Kart Wii sounds)

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