Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Programming => Topic started by: Rin on November 06, 2013, 05:13:56 PM



Title: Current Public Clone Engine
Post by: Rin on November 06, 2013, 05:13:56 PM
Hello. I have been a lurker ever since the site was created. These codes were removed by SonicBrawler, so I decided to post a backup. If I'm doing anything wrong, I apologize. I am just assuming people want access to these codes as much as I would. This was the original release notes of the Clone Engine by SonicBrawler.

Credit to: PhantomWings, Dantarion, DS22

Warning: The PMBR strongly advises users to backup their save file before using these as it may get corrupted, so use these codes at your own risk.

What is the Extra Fighter System (Clone Engine)?

The EFS is a series of codes that add an additional amount of characters to the Smash Bros Roster. These three characters include: Roy, Mewtwo, and Knuckles (May Change in Future). Roy has his own CSP's and CSS icon. However, Mewtwo and Knuckles do not and are still work in progress. They share the same SFX as the original character they are based on, but that will be upgraded later.

Instructions
Instructions/ Manual Set-Up

SD:// Private - Wii - App - RSBE - Pf

This is where the tutorial begins. Pay attention and reread as many times as needed in order to obtain the three additional characters.

First, let me remind you that this is a Gecko OS friendly set-up and only works for Gecko for now. Please have the program set-up before going any further.

Okay lets Begin!

Step One: Please insert the codes into the codes folder located on the root of your SD Card. The codes should be named RSBE01.gct

Step Two: Please insert everything that was supplied in the Winrar folder into the Pf folder. If you are familiar with brawl hacking, this should be no problem for you.

Step Three: Once you finished inserting the folders, please check all the folders and see if everything inside is correct. Most importantly, look inside the module folder and see if the files ft_Roy.rel, ft_Mewtwo.rel, and ft_knuckles.rel are inserted and named correctly.

Step Four: If you would like to modify the CSS, you have the power to do so! In this particular set-up, we do not require a Common5.pac so do not worry about a thing! The way to edit the CSS is within the sc_selcharacter.pac file which can be located in the menu2 folder. Once everything is set-up to your liking, pop that bad boy in your wii and enjoy your extra characters!

NOTE: If you have any problem whatsoever, feel free to post in this thread stating why. If you enjoy the EFS, feel free to post in this thread as well, your motivation is what keeps us going in the first place. Enjoy the characters and make this new thread your new home!

Codes:

Code:
File Patch Code v3.5.1: [Phantom Wings]
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000020
77239000 2C030000
4182000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A42C 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000

No Entry Data [standardtoaster]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000

Usage Storage Engine (Dont Wreck My Music) [Dantarion]
060AF160 0000000C
3C808120 3800000B
38840B10 00000000

Usage Storage Engine Data [Dantarion]
07200B10 00000018
110E120E 04030F0D
1D1B1F1B 211B1E1B
201B221B 32110000

Roy has Marths IC-Constant [Dantarion]
C2858928 00000003
2C040027 40820008
38800011 1C040038
60000000 00000000

Roy Instance Slot File [Dantarion]
07200A00 00000020
726F792F 46697452
6F792E70 61630000
66745F72 6F792E72
656C0000 00000000
04AD813C 81200A10
04AD7EDC 81200A00

MarioD Character Slot->Roy Instance [Dantarion]
06AD8578 00000010
00000027 FFFFFFFF
FFFFFFFF FFFFFFFF
04455568 13321D10
044557D8 10011332

Universal Walljumping [Dantarion]
C285893C 00000003
2C030024 4082000C
38600001 48000008
7C63002E 00000000

Roy Costume Flags [ds22]
04AD81C8 0000103F

Roy Victory Theme [ds22]
04408988 0000284D

Roy Result Name SFX [ds22]
04408B0C 00002012

Roy Result Name [ds22]
0459E03C 526F7900

Roy Kirby Hat Data [ds22]
07200E00 00000018
6B697262 792F4669
744B6972 6279526F
792E7061 63000000
04AD7FB8 81200E00
04AD801C 00010002

Mewtwo Fixes
C2853FA4 00000003
90020000 1C04000C
7C63002E 80020000
60000000 00000000
C2853F44 00000003
90020000 1C04000C
7C63002E 80020000
60000000 00000000
C2853F7C 00000003
90020000 1C04000C
7C63002E 80020000
60000000 00000000
04914AB4 60000000

Roy Cosmetic Stuff [ds22]
04455918 270132FF
0445591C 0E000000
04455920 00002012
0445588C 0E000000
04455890 00002012
04455608 32321D1B
07200B60 00000010
02000001 03020103
07040905 0C000000
04455610 81200B60
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002B
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 23201B5D
5E5C1121 18221226
27285100 00000000
04693D50 38800004
06693D6C 00000008
38000000 3880000F
046900E8 60000000
04697F58 60000000
04697EEC 60000000
C2684940 00000002
9BB400B8 2C1D001B
60000000 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF880 546025B6
040AF848 546025B6

Custom CSS [spunit262, SonicBrawler]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002C
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 2320605D
5E5C1121 18221226
27675B99 00000000
C20AF810 00000003
546025B6 2C030040
4081000C 7C030378
38030001 34000000

EFS Main Code [DS22, Dantarion]
04AD8A7C 00000013
04AD7EDC 81200A00
04AD813C 81200A0F
06AD8578 00000010
00000027 FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0B5F8
80000001 80B0BAC8
8A003801 00000000
00455659 00000033
004558DB 00000033
04AD8A78 0000001F
04AD7ED8 81200A1A
04AD8138 81200A2F
06AD8588 00000010
00000026 FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0B630
80000001 80B0BA90
8A003801 00000000
004554D9 00000034
0045574B 00000034
04AD8A70 0000000B
04AD7ED0 81200A3D
04AD8130 81200A50
06AD8598 00000010
00000024 FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0B3C8
80000001 80B0BA20
8A003801 00000000
004556C9 00000035
0045596B 00000035
04AD8A94 00000026
04AD7EF4 81200A5D
04AD8154 81200A76
06AD85A8 00000010
0000002D FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0BC88
80000001 80B0BC18
8A003801 00000000
07200A00 00000086
726F792F 46697452
6F792E70 61630066
745F726F 792E7265
6C006D65 7774776F
2F466974 4D657774
776F2E70 61630066
745F6D65 7774776F
2E72656C 00616172
696F2F46 69744461
72696F2E 70616300
66745F64 6172696F
2E72656C 006B6E75
636B6C65 732F4669
744B6E75 636B6C65
732E7061 63006674
5F6B6E75 636B6C65
732E7265 6C000000
C2684964 0000000F
88140040 2C00003F
41A00048 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
2C00005B 40A2000C
38600032 60000000
2C000060 40A2000C
38600033 60000000
2C000048 40A2000C
38600034 60000000
2C000067 40A2000C
38600035 60000000
987400B8 00000000

Alternatively, If you have no clue what to do with these codes, here is a prebuilt GCT to put in your codes folder: http://www.mediafire.com/?knr9tkl5e5t9o5q (http://www.mediafire.com/?knr9tkl5e5t9o5q)

Needed Files:
.Rels (Credit to PhantomWings): http://www.mediafire.com/?svtybqwbx3wetrn (http://www.mediafire.com/?svtybqwbx3wetrn)

Inside are three .rel files. Copy these to your SD card. You must make a folder called Modules inside the PF folder. Then drag these.

Character Selection Screen: http://www.mediafire.com/download/774zta7ta3va55o/sc_selcharacter.pac (http://www.mediafire.com/download/774zta7ta3va55o/sc_selcharacter.pac)

This will give Roy his CSPs and CSS Icon (Credit to SJS)


Q&A
Q: How does the EFS work?

A: The system works with a variety of code sets that need to be applied to your Nintendo Wii. The modules and CSS needed will be included as well in order for the Three Characters to function properly.

Q: Do they work for both Riivolution and Gecko?

A: No. For now, only Gecko OS is able to work for the Three additional characters. Riivolution is being investigated as to why it is not working and hopefully, progress will be made soon.

Q: Are their any glitches to use this?

A: Yes, but they are very minor. The glitches here consist of; GFX for Lucario&Mewtwo and Sonic&Knuckles.

Q: Canz U ADz MUR ChRaCzErs?

A: Characters will be added and updated when possible. Do not spam this thread please and stay strictly on topic. We welcome idea's and comments that directly focus on the EFS. We thank all who help with the progress.

Thread will be updated at a later point.

Video: Super Smash Bros Brawl Hacks: Episode 11- Extra FIghter System (Clone Engine) (http://www.youtube.com/watch?v=-lIVfs_rg78#)


Title: Re: Current Public Clone Engine
Post by: Tabuu Forte Akugun on November 06, 2013, 05:28:57 PM
He removed it because the codes were stolen. Just sayin'.


Title: Re: Current Public Clone Engine
Post by: Segtendo on November 06, 2013, 06:19:00 PM
Like he said, he admitted to stealing. This thread is pointless.


Title: Re: Current Public Clone Engine
Post by: BlackJax96 on November 06, 2013, 06:19:20 PM
And the jimmies continue to be rustled, I see.


Title: Re: Current Public Clone Engine
Post by: SonicBrawler on November 06, 2013, 07:17:34 PM
And the jimmies continue to be rustled, I see.
i dont know about rustled jimmies, but it puffed my jigglies

and as the others said, this is stolen, remove it

blah blah blah


Title: Re: Current Public Clone Engine
Post by: SJS on November 06, 2013, 08:53:13 PM
remove it
Oh, such hypocrisy!


Title: Re: Current Public Clone Engine
Post by: Chaos_Knight on November 06, 2013, 08:54:04 PM
oh snap


Title: Re: Current Public Clone Engine
Post by: Miacis on November 07, 2013, 12:56:23 AM
Oh boy, that was fast. Time to repost some things I've already mentionned:

* There is nothing in our rules that prevents people from posting codes made by others, if proper credit is given. (And in this case, the OP isn't taking any credit for anything, simply quoting what's been said by another.)
* Whether those codes were stolen, copied from Dantarion's wiki/pastebin or willingly given really isn't something that concerns us, or even anywhere near our jurisdiction to be perfectly honest.

To anyone here playing mini-mod: you should probably re-read the rules before trying to intimidate people into removing something which they have no reason to remove. A number of PMBR members already did that on the previous thread, and I really don't need a repeat of it.

Also, I'm editing the OP to remove that broken thread icon.


Title: Re: Current Public Clone Engine
Post by: Albafika on November 07, 2013, 05:16:51 AM
Welcome.

Dat first post.


Title: Re: Current Public Clone Engine
Post by: Ultraxwing on November 07, 2013, 11:51:32 AM
I honestly do not see a point in making such a big deal out of this. i do realise it may of have been stolen.

but, isn't this what we as a Brawl-modding whole have been trying to do? get a functioning clone engine. i have played with these codes and they are 100% stable if used properly and my only gripe is that it does not have any cosmetics as of yet for the other 2.

i don't understand the entire hate over this. i remember roughly about 3 years ago we wanted such a thing, we weren't even close then and characters like Clare, or other Model ports were hard to do because of the TransN bone.

now we have things like Model imports and .REL files; and the Clone engine is in our grasp  and it's being fought over like it's some bastard child that doesn't even deserve its place anymore. we wanted it now we are banishing it?

I digress. i'm glad this actually works and i await til' all 7 characters are available and the cosmetics are added.


Title: Re: Current Public Clone Engine
Post by: ds22 on November 07, 2013, 12:38:23 PM
Just setting a few things straight here:

No, these codes aren't 100% functional, nor 100% stable, no matter how much you try to convince yourself, as well as others, that they are.

And it's not like people don't want the Clone Engine to exist, it's just that the Clone Engine developers (Dantarion and I) rather not want people to use the unfinished and unreleased version, and just be patient and wait for the flawless version (the version that will be included in the next release of Project M).
This being because the codes posted here are flawed to the point of it actually being harmful to the savefile, among other things.


Title: Re: Current Public Clone Engine
Post by: Ultraxwing on November 07, 2013, 01:45:30 PM
I haven't had one issue with these. they haven't harmed my save file or any of my systems. unless i'm missing something extremely small that could permanently harm my Wii than i would like to know.

if that is correct, Project: M is going to have a clone engine, is this an exclusive release or will people, such as myself, who enjoy making their own code sets and mixing and mashing custom PSA'S be able to have one a more public release.

I'm not out to start some stupid internet argument, i'm just really befuddled for all the hate and (as Blackjax says) "Rustled Jimmies." besides it being "stolen."


Title: Re: Current Public Clone Engine
Post by: Dr. on November 07, 2013, 01:52:22 PM
...And it's not like people don't want the Clone Engine to exist.

Dantarion and I rather not want people to use the unfinished and unreleased version, and just be patient and wait for the flawless version...

...(the version that will be included in the next release of Project M).


It will be included, but I remember members of the PMBR saying (about the clone engine itself) it'll not be released to the public* because it's really "complicated" to set it up correctly.

*Not released as in: it won't work without the Project M codeset

Please correct me if I'm wrong.


Title: Re: Current Public Clone Engine
Post by: ds22 on November 07, 2013, 03:04:58 PM
It's true that the codes aren't going to be publicized in txt form, at least for the time being.

And here's a method we used to conclude that the Clone Engine codes, at the time, were bugged:
Go and play through All-Star mode (preferably with default Mario) after having at least used the clones once in VS mode, so that the game has saved the clones result date to the save file (preferably a clone with some sort of article, like Sonic's spring).
When you reach the Kirby tier, try and hit DDD (the on disk moveset file should suffice, but an SD loaded moveset file is recommended), and if that crashes the game, then you know the save file has been irreversibly corrupted (if it doesn't happen the first time, try replaying All-Star mode after rebooting the Wii).

This method is the most reliable way of indicating whenever or not the save got corrupted, but it's not 100% consistent, nor is All-Star mode the only thing that gets bugged (games randomly crashing when you hit someone during VS mode matches being one of the more severe ones).


Title: Re: Current Public Clone Engine
Post by: Miacis on November 07, 2013, 03:38:37 PM
This has been said more than enough times, but considering how far away and how limited the final product seems like it'll be, you guys should probably understand that a number of users would rather use this version instead of what may (or may not?) be coming "later".

Maybe the PMBR cannot appreciate a code-ridden game if it may crash under very specific circumstances, and would rather wait months, only to get a non-txt version of the code. That doesn't mean everyone shares the same opinion.


Title: Re: Current Public Clone Engine
Post by: ds22 on November 07, 2013, 03:57:01 PM
Then I guess we should agree to disagree.

But do know that, at least in my personal opinion, it's much more disrespectful to publicise someone's hard work without there permission than asking people not to use it, if only because of it's unfinished state.
So don't accuse us of being disrespectful, because you're doing pretty much the same, even right now.


Title: Re: Current Public Clone Engine
Post by: Miacis on November 07, 2013, 04:33:23 PM
This is an open-source community, always has been. You're an old-timer of this forum, it shouldn't come as a surprise.

Project Melee dveloppers can develop their project in the backroom however they want. But if you come here, don't expect to impose your ideal vision of how people should use their codes without encountering some resistance.
When in Rome, do as the Romans do.  ^-^


Title: Re: Current Public Clone Engine
Post by: Rin on November 07, 2013, 05:43:56 PM
My... I thought this issue was settled on the past thread, leading to the red warning on the top of the main post as the solution, wasn't it?


Title: Re: Current Public Clone Engine
Post by: Chaos_Knight on November 07, 2013, 05:54:53 PM
My... I thought this issue was settled on the past thread, leading to the red warning on the top of the main post as the solution, wasn't it?
Well you weren't supposed to post this in the first place since it was stolen.....sooooo....


Title: Re: Current Public Clone Engine
Post by: Albafika on November 07, 2013, 05:56:46 PM
Well you weren't supposed to post this in the first place since it was stolen.....sooooo....
Regardless, they were already shared, and we aren't going to remove the thread, so could you (And the rest) stop posting about it now? Thanks. :)


Title: Re: Current Public Clone Engine
Post by: Ultraxwing on November 07, 2013, 06:11:22 PM
It's true that the codes aren't going to be publicized in txt form, at least for the time being.

And here's a method we used to conclude that the Clone Engine codes, at the time, were bugged:
Go and play through All-Star mode (preferably with default Mario) after having at least used the clones once in VS mode, so that the game has saved the clones result date to the save file (preferably a clone with some sort of article, like Sonic's spring).
When you reach the Kirby tier, try and hit DDD (the on disk moveset file should suffice, but an SD loaded moveset file is recommended), and if that crashes the game, then you know the save file has been irreversibly corrupted (if it doesn't happen the first time, try replaying All-Star mode after rebooting the Wii).

This method is the most reliable way of indicating whenever or not the save got corrupted, but it's not 100% consistent, nor is All-Star mode the only thing that gets bugged (games randomly crashing when you hit someone during VS mode matches being one of the more severe ones).

I made a backup before i did this. and under these very extreme circumstances i can confirm that it does break the save file. this is a very specific events to follow. i don't even use All star mode i just use VS. so it is broken, i just never found it cause all i do is brawl.

so yeah, i'll wait the allotted time it'll take to get the Clone engine. although i'm not a fan of Project:M, but i knew i was going to have to go to it eventually. though i can't use any custom characters they way the GCT works.


Title: Re: Current Public Clone Engine
Post by: ForOhFor Error on November 07, 2013, 06:29:13 PM
I made a backup before i did this. and under these very extreme circumstances i can confirm that it does break the save file. this is a very specific events to follow. i don't even use All star mode i just use VS. so it is broken, i just never found it cause all i do is brawl.

so yeah, i'll wait the allotted time it'll take to get the Clone engine. although i'm not a fan of Project:M, but i knew i was going to have to go to it eventually. though i can't use any custom characters they way the GCT works.

All star mode isn't where the corruption is caused, it's just a fairly consistent way of telling if your save is corrupted.

The corruption has other, subtler effects. Some benign, some potentially game destroying.

As much as I may disagree with the PMBR, they do test their codes thoroughly - something you've already proven that you haven't.


Title: Re: Current Public Clone Engine
Post by: Albafika on November 07, 2013, 06:32:33 PM
As much as I may disagree with the PMBR, they do test their codes thoroughly - something you've already proven that you haven't.
They do? Then how come they haven't explained where cBliss corrupts the save file? Because, if you go read cBliss' first 3 pages, you'd find the PMBR stating it does and explaining several (Not working) ways of how it could be corrupted with it.


Title: Re: Current Public Clone Engine
Post by: Eternal Yoshi on November 07, 2013, 06:42:28 PM
I checked the thread and there are no replies from PMBR members in the first 11 pages of the Cbliss thread. -_-


Title: Re: Current Public Clone Engine
Post by: Miacis on November 07, 2013, 06:52:56 PM
They do? Then how come they haven't explained where cBliss corrupts the save file? Because, if you go read cBliss' first 3 pages, you'd find the PMBR stating it does and explaining several (Not working) ways of how it could be corrupted with it.
Extra Character Slot, I believe. Not cBliss. .w.

Then again, somebody had sabotaged the codes that ASF1nk had initially reposted from OpenSA. No wonder it wasn't working well at first.


Title: Re: Current Public Clone Engine
Post by: Ultraxwing on November 07, 2013, 06:53:53 PM
All star mode isn't where the corruption is caused, it's just a fairly consistent way of telling if your save is corrupted.

The corruption has other, subtler effects. Some benign, some potentially game destroying.

As much as I may disagree with the PMBR, they do test their codes thoroughly - something you've already proven that you haven't.

all i do is pretty much is do VS mode with computers and friends. so going everywhere and testing all the possible routes down to all the possible combinations that can happen isn't in my book of things to do. doesn't matter i'm done using this for a while until Project:M releases it's next version so i can enjoy Roy and Mewtwo. it's the two characters i've cloned in the game. and the third is stupid and useless. either way i'm pretty much just going to wait.

either way; i've joined the bandwagon on disagreeing with this. it's not as stable as expected. and upon reading the Project:m website they have some sexy stuff they want to do. some of the gameplay videos really hypes me up

final word:
this is good if you want to see what the Clone engine can one day be like.
it's bad overall cause it is missing cosmetics; or doing it in a proper way.
it's also bad because it's lacking proper support and it's a year old codeset from what i've read

good if you want a preview or buggy demo
bad on everything else.
Now i know, and knowing is half the battle



Title: Re: Current Public Clone Engine
Post by: Albafika on November 07, 2013, 06:59:41 PM
I checked the thread and there are no replies from PMBR members in the first 11 pages of the Cbliss thread. -_-
I meant Extra Character Slot. These posts, specifically:
Well, unless you don't mind having a bugged save, a reasonable change of borked tags and occasional crashes (especially on the title screen), along with the more random things like DDD freezing the game when hit and sudden increases in character momentum that is.
(so don't insinuate that my warnings are mute just because you didn't get a freeze with DDD after fighting him like 10 times Albafika)
Still using the Extra Character Slot. More than 10 matches in FFA against DDD (Since 2 of my RL friends play him). No corrupting/freeze yet.

So much for thoroughly testing everything.

Extra Character Slot, I believe. Not cBliss. .w.

Then again, somebody had sabotaged the codes that ASF1nk had initially reposted from OpenSA. No wonder it wasn't working well at first.
Ninja'ed. .-.


Title: Re: Current Public Clone Engine
Post by: ds22 on November 07, 2013, 07:25:12 PM
Do you even know the meaning of the word 'random'?
This might help you, in case you're struggling: http://www.thefreedictionary.com/random (http://www.thefreedictionary.com/random)

And because it didn't happen for you in those 10+ matches doesn't mean that it isn't there, nor that we didn't thoroughly tested our codes.
Nor are the crashes limited to just DDD, but it just so happens that he's a bit more prone to cause them.
The momentum stuff however is very random, and to be honest, only happened to me like three times before fixing the codes.

@Miacis
If you're trying to point fingers at someone, at least be a man about it.
Because your behaviour right now is anything but professional, and you being an admin, you should know better than to throw put shots and make snarky remarks directed to other users (not only in this thread, but also in the general Project M thread).


Title: Re: Current Public Clone Engine
Post by: Albafika on November 07, 2013, 07:30:06 PM
Do you even know the meaning of the word 'random'?
This might help you, in case you're struggling: [url]http://www.thefreedictionary.com/random[/url] ([url]http://www.thefreedictionary.com/random[/url])

And because it didn't happen for you in those 10+ matches doesn't mean that it isn't there, nor that we didn't thoroughly tested our codes.
Nor are the crashes limited to just DDD, but it just so happens that he's a bit more prone to cause them.
The momentum stuff however is very random, and to be honest, only happened to me like three times before fixing the codes.
Yeah, you are totally right. It will happen someday. Maybe in a year or 2 of playing with my friends. It seems to have happened to you guys when using these codes! I'm sorry I ever doubted you. I'll invite over my friends more days than Sunday hoping it, someday, happens.


Title: Re: Current Public Clone Engine
Post by: Segtendo on November 07, 2013, 07:31:11 PM
I'm curious as to why the thread is still open after it was admitted the codes were stolen (unless I'm missing something here).


Title: Re: Current Public Clone Engine
Post by: Albafika on November 07, 2013, 07:34:34 PM
I'm curious as to why the thread is still open after it was admitted the codes were stolen (unless I'm missing something here).
You'll find your answer if you read the message that followed those posts.


Title: Re: Current Public Clone Engine
Post by: ghost_user47 on November 07, 2013, 08:07:57 PM
Oh for [censored]s sake, not this again....

I respect SonicBrawler for removing the codes. He is a respectful gentleman for that.

Even he admitted he stole the codes.

Albafika, how would you like it if I took ALL your work, and uploaded it to a thread. I provided my own download link, and didn't link it to your vault or anything, and at first claimed it was all my work. Would you appreciate that? Would you be fine with keeping that thread open?

I respect you bro, but seriously. You guys need to stop this.


Title: Re: Current Public Clone Engine
Post by: Albafika on November 07, 2013, 08:23:42 PM
Even he admitted he stole the codes.

He did admit to the theft, so the least I could do is go and remove his name from every code listed on the OP. At the moment, these have his name (Are these codes 100% PMBR's work? If so, I'll gladly go and remove his name from them):

Code:
Custom CSS [spunit262, SonicBrawler]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002C
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 2320605D
5E5C1121 18221226
27675B99 00000000
C20AF810 00000003
546025B6 2C030040
4081000C 7C030378
38030001 34000000

Code:
EFS Main Code [DS22, Dantarion, SonicBrawler]
04AD8A7C 00000013
04AD7EDC 81200A00
04AD813C 81200A0F
06AD8578 00000010
00000027 FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0B5F8
80000001 80B0BAC8
8A003801 00000000
00455659 00000033
004558DB 00000033
04AD8A78 0000001F
04AD7ED8 81200A1A
04AD8138 81200A2F
06AD8588 00000010
00000026 FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0B630
80000001 80B0BA90
8A003801 00000000
004554D9 00000034
0045574B 00000034
04AD8A70 0000000B
04AD7ED0 81200A3D
04AD8130 81200A50
06AD8598 00000010
00000024 FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0B3C8
80000001 80B0BA20
8A003801 00000000
004556C9 00000035
0045596B 00000035
04AD8A94 00000026
04AD7EF4 81200A5D
04AD8154 81200A76
06AD85A8 00000010
0000002D FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0BC88
80000001 80B0BC18
8A003801 00000000
07200A00 00000086
726F792F 46697452
6F792E70 61630066
745F726F 792E7265
6C006D65 7774776F
2F466974 4D657774
776F2E70 61630066
745F6D65 7774776F
2E72656C 00616172
696F2F46 69744461
72696F2E 70616300
66745F64 6172696F
2E72656C 006B6E75
636B6C65 732F4669
744B6E75 636B6C65
732E7061 63006674
5F6B6E75 636B6C65
732E7265 6C000000
C2684964 0000000F
88140040 2C00003F
41A00048 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
2C00005B 40A2000C
38600032 60000000
2C000060 40A2000C
38600033 60000000
2C000048 40A2000C
38600034 60000000
2C000067 40A2000C
38600035 60000000
987400B8 00000000
Albafika, how would you like it if I took ALL your work, and uploaded it to a thread. I provided my own download link, and didn't link it to your vault or anything, and at first claimed it was all my work. Would you appreciate that? Would you be fine with keeping that thread open?
I don't condone what SonicBrawler did at all. But, the scenario here is slightly different from what you give us as an example:

Said codes are not on the Vault, only on this thread.

It's not the same as posting them on the Vault, and have an idiot copy-paste it on a thread and claim it his/her.

Regardless of the circumstances, we are not removing this thread for the reasons stated before by Miacis:

* There is nothing in our rules that prevents people from posting codes made by others, if proper credit is given.
* We've had other users showcasing works from people who had never uploaded their productions to BV, so anyone could enjoy their work.
* Whether those codes were stolen, copied from Dantarion's wiki/pastebin or willingly given really isn't something that concerns us, or even anywhere near our jurisdiction to be perfectly honest.
* You'll have to settle this with him in private.


Title: Re: Current Public Clone Engine
Post by: Miacis on November 08, 2013, 05:58:57 AM
I'll move that massive derail about ds22's complaints regarding the way this board is moderated into a more well-suited section (http://forums.kc-mm.com/index.php?board=39.0). Feel free to repost anything related to what is actually important on this thread.


Title: Re: Current Public Clone Engine
Post by: OmegaMalkior on November 08, 2013, 10:53:25 PM
Can't we all just try to get along and try to make a team effort to make a code for a not-so-public but stable release of the codes? It's easier than just discussing if the codes were stolen or not, if they're safe or not, and if they are perfect or not. The Kc-mm forum community can have their perfect clone codes if they want to pass by the trouble to set everything up right with cosmetics and such, which take up a long time which most people tend to look away to it, and the P:M team can have what they most desire to provoke as what I've seen from most previews (the extreme HYPE ((more concentrated towards the Melee fan base, which some might not know to how to prepare hacks properly)) from a fully working Clone Engine with ALL cosmetics working for a more public and a more hype-a-licious public release! :D )


Title: Re: Current Public Clone Engine
Post by: shadowXtreme on November 09, 2013, 04:57:01 PM
lol, all of this for a few. ¨stolen¨ codes, ok if we are right people,
then I should way: your consoles are modified, install oficial FW!!

EDIT:

damn I just seen project M Work,.. wanting to add many new characters, and fix the actual Clone engine problems,..   maybe this codes should be removed,. to not discourage project M members.. they are doing a great job!


Title: Re: Current Public Clone Engine
Post by: frozenfire on November 09, 2013, 05:26:42 PM
lol, all of this for a few. ¨stolen¨ codes, ok if we are right people,
then I should way: your consoles are modified, install oficial FW!!

EDIT:

damn I just seen project M Work,.. wanting to add many new characters, and fix the actual Clone engine problems,..   maybe this codes should be removed,. to not discourage project M members.. they are doing a great job!

No offense to any of the pmbr team at ALL but not everyone wants to play project m. I for one am perfectly happy without it and people who don't use project m should also have the opportunity.

ALSO, after 2 days of experimenting/testing I finally got the clone engine To work on rivolution!!! :D will be making a thread about it sometime soon but I will NOT be posting the codes just the other needed part out of respect for the PMBR




Title: Re: Current Public Clone Engine
Post by: shadowXtreme on November 09, 2013, 08:11:14 PM
No offense to any of the pmbr team at ALL but not everyone wants to play project m. I for one am perfectly happy without it and people who don't use project m should also have the opportunity.

ALSO, after 2 days of experimenting/testing I finally got the clone engine To work on rivolution!!! :D will be making a thread about it sometime soon but I will NOT be posting the codes just the other needed part out of respect for the PMBR




I dont use project M neither,.. Im just guessing that when the next version of project M comes, I mean with a working clone engine,. such codeset will eventually go to public -_-, if not, I will say BRAVO!, to Sonicbrawler´s Leak..


Title: Re: Current Public Clone Engine
Post by: SonicBrawler on November 09, 2013, 08:12:53 PM
except that I didnt leak it. I found it on pastebin.


Title: Re: Current Public Clone Engine
Post by: nerdbot on November 10, 2013, 06:08:33 AM
I'm going to wait for the Project M release, but I'll be kind of bummed if they don't release the clone engine hack independently of PM because it'd be much easier to tinker around with that way. I trust their testing polish enough that I'd rather just wait for them to fully release it.


Title: Re: Current Public Clone Engine
Post by: Ricky (Br3) on November 10, 2013, 07:03:49 AM
I have one question to any of the PMBR members in here.

In case someone does not intend to play Project M at all, but still intends to add characters to his Brawl roster, even if complicated stuff would have to be learned, would it be absolutely possible by the time of Project M's next public release? And could he count with the help of the developers in order to get it to work?


Title: Re: Current Public Clone Engine
Post by: OmegaMalkior on November 10, 2013, 02:06:37 PM
I have one question to any of the PMBR members in here.

In case someone does not intend to play Project M at all, but still intends to add characters to his Brawl roster, even if complicated stuff would have to be learned, would it be absolutely possible by the time of Project M's next public release? And could he count with the help of the developers in order to get it to work?

As to what I've seen from the P:M team, they;re only interest in P:M is to make Brawl into a Melee adaptation. The Clone Engine must be a side obstacle just getting in the way of completing that mission, hence why I doubt they'd want anyone trying to alter/mod their codes for their own use. If they'd actually support people modding their stuff, they would have already released the codes from the 2.6b demo.


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 11, 2013, 01:50:29 AM
Okay.
I asked for these not to be posted, but they are posted anyways. Whatever.

Is anyone actively WORKING on clone engine [censored]?
Has anyone looked at these codes to see what they even do?

OP, did you throw these codes up expecting for someone to pop out of nowhere and throw out a fully developed clone engine for everyone to gobble up?

If there was a incentive for me to actually take the time to write up everything about everything I know about this stuff, I totally would. I mean, I created OpenSA and posted almost every piece of information about Brawl and Melee that I could there, and that info is used daily by people creating Brawl mods.
--------------------------------------------------------

Honestly, at this point, I am pretty sure I can clone almost any character in the entire game. However, I really don't think its worth it to make an incredibly complicated "generic" system to make things work, because Brawl's structure doesn't lend well to that at all.

There is table after table of hardcoded information for each slot, and PWs and my work has only just begun to see the end of that data.

So for Project M, its easier for me to say "oh, we want to do X char? I'm going to spend X amount of hours cloning it, ds22 is going to help and spend X amount of hours, so and so is going to make a model from scrach, so and so is going to animate it, and so and so is going to make a PSA for it, then all of the PMBR members are going to test it, and then we will release it to thousands of people when its done?"

THAT is why I continue to pour hours of time into Project M. I am working with a team of people that appreciate my unqiue skillset when it comes to Brawl modding, and I get an emotional return from doing said work, for free.

Sure, I can clone pretty much any char, but its just as fulfilling to release something that pretty much serves no purpose to anyone beyond maybe....100 people in the entire world.

That being said, once things die down a bit, I will definitely be willing to post about cloning characters

Post Merge: November 11, 2013, 02:01:14 AM
I have one question to any of the PMBR members in here.

In case someone does not intend to play Project M at all, but still intends to add characters to his Brawl roster, even if complicated stuff would have to be learned, would it be absolutely possible by the time of Project M's next public release? And could he count with the help of the developers in order to get it to work?

The character modules in Project M don't even work in vBrawl anymore.
You would need to have a basic understanding of PPC ASM to port a character, but the barrier to porting one is actually lower now that people can run dolphin on their computer and test modified modules.

I can create a module, decompile it into raw ASM, insert/delete a line, rebuild it, and load it inside dolphin within about 30-45 seconds, and then I can get an extra stack trace of where the game crashed when it doesn't work. If I had that ability two years ago, it would have saved me a LOT of trouble


Title: Re: Current Public Clone Engine
Post by: pikazz on November 11, 2013, 02:37:39 AM
I know this is NOT the place but I need to just need to say my word, will take it in somewhere else next time

Dant, I know you are really great at hacking with the roots of brawl itself and all but it feels like you see yourself and PW as a god and all the "others" would pray to get little something like a cup of water to survive a whole day!
(its a metamorph, not a example)

and I have read earlier that you said that KC-MM is just a bunch of groamers that just yelling and want this and that and know nothing and complains about everything! well, teach us! and I really want to be taught with this stuff!
know you saying that you releasing information on your wiki page with alot of information and stuff and I am not sure about how other are using it but I am using it really alot and wisely and have learned alot from it in the progress!

I mean, thanks by PW who help me a little, I did actually make characters being able to do a special throw! (like bowsers SideB and Kirbys B) and I did actually "help" himself in the progress by knowing how to port articles to already existing articles like the Rob beam to Marios Fireball! just because I "saw" how the throw work but I dont know ASM more than PWs knowledge, not even 10-15%
(where even able to hack the PAT0 alot before/around Brawlbox 0.63 time just because I "saw" how it worked, believe you should remembered it on the smashboard 3-4 years ago)

I think I should stop before making this topic way too offtopic than it should be but do you know a great tutorial/guide of how to create brawl codes or a advance ASM in general?

would you think you could PM me it? or be my teacher yourself?


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 11, 2013, 04:03:32 AM
Well thats just the thing. There are no "how to learn PPC ASM" tutorials and guides.

It doesn't make sense to write a guide on how to do this stuff with 99% of the people that would read it aren't going to be able to use what I write. You HAVE to learn this stuff yourself.

My favorite example of a person that elevated himself to a skilled level is standardtoaster from the PMBR. He didn't nessesarily know ASM or Brawl hacking, but in the past year or so he has been part of the PMBR, he has learned enough  to do a lot of stuff on his own. And when he does ask me for help, he knows enough about what he is trying to do that answering his question doesn't require me to do all the work for him.

As a result, almost every single code I have made recently for Project M has ended up saying [Dantarion, standardtoaster] because I can also bounce ideas off him and get help for things I may have forgotten and am not familiar with.

I don't really get a vibe like that from this site. These codes have been posted for so long now, but has anyone actually done anything with them? Has anyone even read the ASM code?



Title: Re: Current Public Clone Engine
Post by: pikazz on November 11, 2013, 04:24:00 AM
I sent you a PM for further discussion of this topic.

and answer your question: Yes and No! No for not looked at this public clone engine codes cause I dont using it but yes for I am looking at NTCS codes and trying to understand them and port them to PAL (yes, I am a PAL user)


Title: Re: Current Public Clone Engine
Post by: Puraidou on November 11, 2013, 05:36:34 AM
OP, did you throw these codes up expecting for someone to pop out of nowhere and throw out a fully developed clone engine for everyone to gobble up?
Assuming things again Dant? Did he say he wanted someone to fix them? Did he ask for someone to fix them? No he didn't, so stop trying to assume you know what he thinks and kicking other people down. We're all on the same level on humanity, learn to understand that. Some are smarter then others, but that doesn't place them above any other person.

It doesn't make sense to write a guide on how to do this stuff with 99% of the people that would read it aren't going to be able to use what I write. You HAVE to learn this stuff yourself.
Again with the assumptions. Who says 99% won't learn? Who says they're too lazy? There's PLENTY of people around that want to learn and study it. There's plenty who tried and failed and who need help with it. Ever crossed your mind that some people have trouble learning but have the will to continue? I highly doubt it, with the replies you've been making good sir.

Perhaps it's time to rethink some things and actually contribute to helping instead of calling people lazy and unwilling to learn ^-^


Title: Re: Current Public Clone Engine
Post by: OmegaMalkior on November 11, 2013, 07:57:39 AM
Perhaps it's time to rethink some things and actually contribute to helping instead of calling people lazy and unwilling to learn ^-^

This.
Just like I stated before, it'd be much easier to work together on these codes, than just be torn apart from this community just because you want to release the codes some other time, causing a war in every newly-produced clone engine thread on this forum. :-/


Title: Re: Current Public Clone Engine
Post by: SonicBrawler on November 11, 2013, 09:31:35 AM
Well then i take it that the codes are staying up. Remove my name from the codes except the css code. All I did was remove one css slot instead of four so its 3.


Title: Re: Current Public Clone Engine
Post by: Albafika on November 11, 2013, 09:41:46 AM
Well then i take it that the codes are staying up. Remove my name from the codes except the css code. All I did was remove one css slot instead of four so its 3.
Done.


Title: Re: Current Public Clone Engine
Post by: SonicBrawler on November 11, 2013, 11:51:16 AM
Done.

Thank you.


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 11, 2013, 04:53:23 PM
Assuming things again Dant? Did he say he wanted someone to fix them? Did he ask for someone to fix them? No he didn't, so stop trying to assume you know what he thinks and kicking other people down. We're all on the same level on humanity, learn to understand that. Some are smarter then others, but that doesn't place them above any other person.
Again with the assumptions. Who says 99% won't learn? Who says they're too lazy? There's PLENTY of people around that want to learn and study it. There's plenty who tried and failed and who need help with it. Ever crossed your mind that some people have trouble learning but have the will to continue? I highly doubt it, with the replies you've been making good sir.

Where are these people? Where are the threads of people discussing the module format? articles? slots? clones? Where can I talk to these people?

If you don't like my attitude, that is absolutely fine, I have just been watching over the threads on KCMM about the Clone Engine and...theres no one that inspires me to collaborate with, and I have already posted about 90% of my knowledge on OpenSA....like...over a year ago. So I'll post things from time to time but making a giant "Easy to use, public clone engine system and tools" isn't really high on my list of fun things to do with my weekend.
 


Title: Re: Current Public Clone Engine
Post by: KingJigglypuff on November 11, 2013, 07:11:40 PM
Where are these people? Where are the threads of people discussing the module format? articles? slots? clones? Where can I talk to these people?
It's likely you already know of this thread, but here's a link anyway (though the thread's been dead for 5+ months).

http://forums.kc-mm.com/index.php?topic=44101.0 (http://forums.kc-mm.com/index.php?topic=44101.0)

But other than the thread I linked and the thread on the P&P rels, I don't think there's any other threads that discuss the things the Brawl Modding community really needs.


Title: Re: Current Public Clone Engine
Post by: Ultraxwing on November 12, 2013, 01:07:47 AM
It wasn't our intention (or mine) to make you upset Dantarion.

from what i've read. the Clone engine is stupid and only sastifies a small niche and would only have 2 people working on it anyway. Project:M being the largest of the Brawl mods and most famous is more benefical for your tastes. and it would be a waste of your talents to waste ASM code on a clone engine. you are putting your time and effort into something you enjoy more than to appease a small group. it makes perfect sense. you are a person whom amongst our community knows ASM well. if we were to do what Standard toaster did and spend the time and effort to learn ASM over a year. then we as a group of modders can do much better.

but unfortunetely we as a modding group want instant gratification. put in a mod code. put files in a folder and bam boom done. I've wanted to learn ASM PPC but to be perfectly honest i'm too damned lazy to go about it. it's complicated and makes me mad when looking at it. so i REALLY can't say anything on this manner.

either way, i apologise if i said anything or even made this lead into anything that upset you (if you are upset. i could've read it wrong.) either way Project:M is where your efforts should go. not because of the modding community cause you enjoy it more. at least that's what i got when you said a positive emotional response.


Title: Re: Current Public Clone Engine
Post by: ShadowWolf on November 12, 2013, 03:37:23 AM
Well thats just the thing. There are no "how to learn PPC ASM" tutorials and guides.

It doesn't make sense to write a guide on how to do this stuff with 99% of the people that would read it aren't going to be able to use what I write. You HAVE to learn this stuff yourself.

My favorite example of a person that elevated himself to a skilled level is standardtoaster from the PMBR. He didn't nessesarily know ASM or Brawl hacking, but in the past year or so he has been part of the PMBR, he has learned enough  to do a lot of stuff on his own. And when he does ask me for help, he knows enough about what he is trying to do that answering his question doesn't require me to do all the work for him.

As a result, almost every single code I have made recently for Project M has ended up saying [Dantarion, standardtoaster] because I can also bounce ideas off him and get help for things I may have forgotten and am not familiar with.

I don't really get a vibe like that from this site. These codes have been posted for so long now, but has anyone actually done anything with them? Has anyone even read the ASM code?


I am currently learning about ASM code and trying to figure out what can be changed and what can not, I can tell anyone here that ASM coding is [censored]ing hard to do! I used to be like everyone here... Just question why PMBR hasn't released the clone engine and just be ignorant to the fact that it took hard work. I can tell everyone right now that they did work hard, and as much as I would love to just go crazy and ask for everything, I nor anyone else has the right to do so.

Dant, you're looked up to around here for specific reasons, for one you host the website, but the second part is that you make the supposedly "impossible" possible. I appreciate what you've done for KC-MM and how you actually changed the face of hacking itself.

Sometimes, learning yourself can be a great thing, trust me I know, but most people need that little push forward so they may take off themselves. ASM Code is no joke. You can make a code and have it work, but mix it with another code and it could mess up everything.

I would say as a beginner to ASM code, to take your time on releasing your clone engine, I'm sure everyone will "forgive and forget" once they have it. I, on the other hand will learn what I can for now so maybe one day I can make something as useful as the Clone engine. Yeah, maybe it'll never happen or maybe I will get it done by the time brawl hacking is not popular anymore, but hey, I'll try anyway.

Thanks for giving us a brief rundown on things going on, it should be appreciated and not argued here.

Everyone should stay on topic now :P



Title: Re: Current Public Clone Engine
Post by: Miacis on November 12, 2013, 04:58:03 AM
I think the people here so concerned about the PMBR's feelings should consider that this leak isn't hurting their project in any way. Unless I misunderstood, Dantarion pretty much just explained that he doesn't plan to invest any time into a vBrawl CE at all. So this is basically the only thing we'll get outside of P:M that allows to clone characters.

Maybe it's buggy, and maybe people should wait for the perfect release "some time, not in txt form, and we don't really want to work on it", but a bird in the hand is worth two in the bush. Especially with such a very spiny bush.

for one you host the website
Just a clarification, but we've been hosting ourselves for a year and a half. As a matter of fact, I'm pretty sure that if Dant was still hosting us, either this leak would be deleted or the website would be down.

from what i've read. the Clone engine is stupid and only sastifies a small niche and would only have 2 people working on it anyway.
I have no idea what exactly you've been reading except Dantarion's posts, but ever since I've been an admin here, a large number of people on the boards have been pretty hyped to get a fully-working Clone Engine. You calling them a "small niche/group" just to appease Dant is honestly kinda insulting.
That, or just parroting his "100 people in the entire world".


Title: Re: Current Public Clone Engine
Post by: shadowXtreme on November 12, 2013, 07:57:02 AM
I really think that some people are already working over this codes (in paralell with project M ), this released codes should be giving a hint to how ASM code works,.. just saying...


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 12, 2013, 11:46:08 PM
I think the people here so concerned about the PMBR's feelings should consider that this leak isn't hurting their project in any way.


It's not about it "hurting" Project M, its about posting someones half-assed, half-finished work without their permission and going "look, we gave you credit!, its okay now right?"

Its a slap in the face to the person that put in the time to do the work.
By the way, how do these codes work again? What exactly do they do? Going out of your way to piss one of few people on the entire planet that has made ground breaking progress on something "a large number of people on the boards have been pretty hyped" to get working seems a bit strange.

Are you hoping that by studying these codes someone will be able to figure it out?
The problem with porting characters is in the MODULES. These codes will bring no one closer to doing anything that hasn't already been done in other threads on here.

I'd love to see people discuss how these work and what they do, the memory addresses they modifiy, the diffs between the files provided and the vBrawl ones, etc, but lets face it.

No one is really looking to do that. If you are, be like pikazz, ask informed questions, try stuff out, etc.

There is a thread on here were Phantom Wings went into extreme detail about porting articles. He posted file offsets, information, etc, that allowed for pikazz to port the mod PW did to PAL. If pikazz hadn't been there, PW wouldn't have even bothered! And whats the result? pikazz learned a bunch, and was able to reproduce the article port! In fact, I haven't even tried something like that before!

Anyways, before I get my posts deleted for them being offtopic, in a thread about the Clone Engine codes I helped make, Ill just say this.

It is definitely possible to port ANY character in this game. This includes IC's, this includes transforming chars. Its a bit more difficult, but it is.

http://i.imgur.com/WEuwpRX.jpg (http://i.imgur.com/WEuwpRX.jpg)
http://i.imgur.com/Lch02iQ.jpg (http://i.imgur.com/Lch02iQ.jpg)
http://i.imgur.com/aEb6O4H.jpg (http://i.imgur.com/aEb6O4H.jpg)

I used to make big posts whenever I found stuff out, but I got drained of it after a while :/


Title: Re: Current Public Clone Engine
Post by: Moblin on November 12, 2013, 11:52:08 PM
Assuming things again Dant? Did he say he wanted someone to fix them? Did he ask for someone to fix them? No he didn't, so stop trying to assume you know what he thinks and kicking other people down. We're all on the same level on humanity, learn to understand that. Some are smarter then others, but that doesn't place them above any other person.
Again with the assumptions. Who says 99% won't learn? Who says they're too lazy? There's PLENTY of people around that want to learn and study it. There's plenty who tried and failed and who need help with it. Ever crossed your mind that some people have trouble learning but have the will to continue? I highly doubt it, with the replies you've been making good sir.

Perhaps it's time to rethink some things and actually contribute to helping instead of calling people lazy and unwilling to learn ^-^

He did admit to the theft, so the least I could do is go and remove his name from every code listed on the OP. At the moment, these have his name (Are these codes 100% PMBR's work? If so, I'll gladly go and remove his name from them):

Code:
Custom CSS [spunit262, SonicBrawler]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002C
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 2320605D
5E5C1121 18221226
27675B99 00000000
C20AF810 00000003
546025B6 2C030040
4081000C 7C030378
38030001 34000000

Code:
EFS Main Code [DS22, Dantarion, SonicBrawler]
04AD8A7C 00000013
04AD7EDC 81200A00
04AD813C 81200A0F
06AD8578 00000010
00000027 FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0B5F8
80000001 80B0BAC8
8A003801 00000000
00455659 00000033
004558DB 00000033
04AD8A78 0000001F
04AD7ED8 81200A1A
04AD8138 81200A2F
06AD8588 00000010
00000026 FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0B630
80000001 80B0BA90
8A003801 00000000
004554D9 00000034
0045574B 00000034
04AD8A70 0000000B
04AD7ED0 81200A3D
04AD8130 81200A50
06AD8598 00000010
00000024 FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0B3C8
80000001 80B0BA20
8A003801 00000000
004556C9 00000035
0045596B 00000035
04AD8A94 00000026
04AD7EF4 81200A5D
04AD8154 81200A76
06AD85A8 00000010
0000002D FFFFFFFF
FFFFFFFF FFFFFFFF
80000000 80B0BC88
80000001 80B0BC18
8A003801 00000000
07200A00 00000086
726F792F 46697452
6F792E70 61630066
745F726F 792E7265
6C006D65 7774776F
2F466974 4D657774
776F2E70 61630066
745F6D65 7774776F
2E72656C 00616172
696F2F46 69744461
72696F2E 70616300
66745F64 6172696F
2E72656C 006B6E75
636B6C65 732F4669
744B6E75 636B6C65
732E7061 63006674
5F6B6E75 636B6C65
732E7265 6C000000
C2684964 0000000F
88140040 2C00003F
41A00048 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
2C00005B 40A2000C
38600032 60000000
2C000060 40A2000C
38600033 60000000
2C000048 40A2000C
38600034 60000000
2C000067 40A2000C
38600035 60000000
987400B8 00000000
I don't condone what SonicBrawler did at all. But, the scenario here is slightly different from what you give us as an example:

Said codes are not on the Vault, only on this thread.

It's not the same as posting them on the Vault, and have an idiot copy-paste it on a thread and claim it his/her.

Regardless of the circumstances, we are not removing this thread for the reasons stated before by Miacis:


This has been said more than enough times, but considering how far away and how limited the final product seems like it'll be, you guys should probably understand that a number of users would rather use this version instead of what may (or may not?) be coming "later".

Maybe the PMBR cannot appreciate a code-ridden game if it may crash under very specific circumstances, and would rather wait months, only to get a non-txt version of the code. That doesn't mean everyone shares the same opinion.

This thread is the pinnacle of disrespect. Dantarion, one of the founders of Brawl modding in general, is turned down (rudely) when he requests that his (stolen) codes be removed. Regardless of whether it's against the rules or not, it's wrong and you're currently supporting theft of another person's work. Don't let your grudge with the PMBR get in the way of the right thing to do in a situation like this.

Oh, but wait. I know what you're going to say. "Proper credit was given therefore legal", right? Could you define what exactly you mean by "proper credit"? Because with Dantarion's posts, it doesn't sound like permission was even granted to post these codes. Theft isn't immediately okay when you happen to mention the person you stole it from.


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 13, 2013, 01:54:14 AM
I don't even care abotu them being posted. I'm just discussing further development of these codes at this point.


Title: Re: Current Public Clone Engine
Post by: pikazz on November 13, 2013, 02:30:07 AM
it was so fun with porting articles!
(http://i40.tinypic.com/34dmxyo.jpg]http://i40.tinypic.com/34dmxyo.jpg)

even if it was originally PWs work first, I ported it to PAL and learn alot of how modules works, especially the article section! you learn actually alot if you "redo someones into a deeper scale in thought" (thats sounds bad but its true)

Dant, that porting IC and transforming character looks awesome! I would actually love to look on those modules deeper and see if I can port it to PAL and learn stuff!
I might ask alot of question if you do so but I want to learn! knowledge is power!

as for the Clone Machine in this topic, what is it in the codes that causing it to make it unstable? you said that it was characters Modules itself so it must mean the modules and the clone engine not want to co-operate with each other and causing it unstable.
like the code is trying to load the module and the folder thats in, but module is still trying to reload stuff from it own "previous" stuff in the Sora_melee causing the memory unstable?

is it like that or am I completely out on wrong road?


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 13, 2013, 02:42:24 AM
Using the extra slots...all the ones after MarioD..they aren't really character slots. There are many tables in the games memory that assume that the character ID is below MarioD's, and the game ends up writing to random places in memory (invalid pointers) or overwriting blocks of memory, (the save data can be corrupted easily).

The places that are overrwritten aren't even constant, because they depend on whatever data happens to be after each table in memory, which in some cases, is constantly changing.

This resulted in a long period of time where PMBR members complained about random things freezing, and some people running into random freeze issues that persisted even when loading the game without codes.

These codes barely resemble the ones currently in use, we had to go about it differently, and unfortunetly, its resulted in codes that don't work without Project M modules, and modules that don't work without Project M codes.


Title: Re: Current Public Clone Engine
Post by: ShadowWolf on November 13, 2013, 03:22:42 AM
Using the extra slots...all the ones after MarioD..they aren't really character slots. There are many tables in the games memory that assume that the character ID is below MarioD's, and the game ends up writing to random places in memory (invalid pointers) or overwriting blocks of memory, (the save data can be corrupted easily).

The places that are overrwritten aren't even constant, because they depend on whatever data happens to be after each table in memory, which in some cases, is constantly changing.

This resulted in a long period of time where PMBR members complained about random things freezing, and some people running into random freeze issues that persisted even when loading the game without codes.

These codes barely resemble the ones currently in use, we had to go about it differently, and unfortunetly, its resulted in codes that don't work without Project M modules, and modules that don't work without Project M codes.
I looked into the pointers of the codes and there so much extra space that the information can be stored.

 But I thought that the problem for the slots freezing randomly was because of the result and record data not being there for the character, therefore, adds it's own information to another part of the memory which "corrupts" and or changes values of an offset that may or may not already be constant changing.

 This is just a theory though, so if you were able to find an empty space for the pointer to refer to, do you believe it would work flawlessly? And since you already developed a working clone engine, how much space should people look for in order to actually make our own functioning one?


Title: Re: Current Public Clone Engine
Post by: pikazz on November 13, 2013, 04:03:00 AM
so techiqually, the solution is something like this:
1. increased somehow the memory and let you use the extra IDs while the module loads the rest it needs
2. you found a unused ID for a character that works (like the extra 7 unused IDs) and make sure that the problem will not repeat itself in the modules.
3. you bypass the ID error by using a statement like "is this ID is selected in CSS, do NOT load the same ID and use this instead" while the Module itself made it so only ITS ID were load and not the other ones "same" ID

or a completely diffirent thing in the codes that skip the problem completely

you said also that the P:M character modules only work with the Clone Engine. how much does the Modules relies to the other P:M codes? cause I was thinking if I could learn more about the codes and ASM and how modules works together with the code, I could try to do a stable version for Public release together with the modules thats need for it! or at least understand how to make one


Title: Re: Current Public Clone Engine
Post by: ShadowWolf on November 13, 2013, 04:19:52 AM
so techiqually, the solution is something like this:
1. increased somehow the memory and let you use the extra IDs while the module loads the rest it needs
2. you found a unused ID for a character that works (like the extra 7 unused IDs) and make sure that the problem will not repeat itself in the modules.
3. you bypass the ID error by using a statement like "is this ID is selected in CSS, do NOT load the same ID and use this instead" while the Module itself made it so only ITS ID were load and not the other ones "same" ID

or a completely diffirent thing in the codes that skip the problem completely

you said also that the P:M character modules only work with the Clone Engine. how much does the Modules relies to the other P:M codes? cause I was thinking if I could learn more about the codes and ASM and how modules works together with the code, I could try to do a stable version for Public release together with the modules thats need for it! or at least understand how to make one
Well considering that the module folder within the P:M folder is basically filled, I think it's safe to say that the module relies a lot on the codes. Plus, they also edited the sora_menu rel as well so... I think it's safe to say yes
(http://i.imgur.com/LYLEmew.png)


Title: Re: Current Public Clone Engine
Post by: Ultraxwing on November 13, 2013, 08:30:11 AM
I have no idea what exactly you've been reading except Dantarion's posts, but ever since I've been an admin here, a large number of people on the boards have been pretty hyped to get a fully-working Clone Engine. You calling them a "small niche/group" just to appease Dant is honestly kinda insulting.
That, or just parroting his "100 people in the entire world".


When i call this group a small niche. it's in comparison to those who have Project:M. or are in anticipation of Project:M. it's small now cause people rarely post nowadays and if they do post it's about asking if a character is finished or a request. the General discussions are okay. i my self would love a Clone engine, don't get me wrong it's a sexy thought. just compared to the people i know who want Project:M more so than a personal mod set is VERY limited. people want the easy route more so. and sometimes just one super mod is easier than the more customizable ones. but i digress. we are a small niche. we weren't at one point but Project:M has gotten huge.


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 13, 2013, 08:59:20 AM
I looked into the pointers of the codes and there so much extra space that the information can be stored.

These codes don't modify the pointers. Or the tables.
You are looking at where the data for loading the characters is stored i think


Title: Re: Current Public Clone Engine
Post by: ShadowWolf on November 13, 2013, 10:40:52 AM
These codes don't modify the pointers. Or the tables.
You are looking at where the data for loading the characters is stored i think
Yeah you're right, my mistake. But I feel like the reason why it's freezing is just because the slot doesn't have its own record and result data. From the codes that we have now, can you tell us a way to improve off of this or would you prefer we figure it out on our own for learning purposes?


Title: Re: Current Public Clone Engine
Post by: Miacis on November 13, 2013, 01:33:38 PM
@ Ultraxwing: I'd love to argue with you all day about who's got the biggest (fanbase), but honestly for once that there is a constructive discussion going on about the CE, I'll pass on derailing it.
PM me if you really want to talk about it, but I'll stop discussing that matter on this thread unless really needed.


Title: Re: Current Public Clone Engine
Post by: kadapunny on November 13, 2013, 02:38:47 PM
Call me an [censored], but where's the "fighers" folder for this, if there is one? Also, would roy work as marth? I'm generally for the clone engine to add more costumes, not really new characters. But jolly good show rin!


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 13, 2013, 02:44:44 PM
adding more costumes has already been handled by cBliss. The clone engine has to handle a LOT MORE than just managing costume flags and cosmetic textures :D
----
Edit:

I might stream my screen and port a character from scratch sometime soon, would anyone find that interesting?


Title: Re: Current Public Clone Engine
Post by: Gamma Ridley on November 13, 2013, 02:48:59 PM
Yay productive discussion. A stream would be awesome.


Title: Re: Current Public Clone Engine
Post by: Shun_One on November 13, 2013, 02:51:49 PM
I might stream my screen and port a character from scratch sometime soon, would anyone find that interesting?
Having tried before and failed miserably, I would like to see that. Too bad I have to work tonight


Title: Re: Current Public Clone Engine
Post by: BlackJax96 on November 13, 2013, 02:58:14 PM
would anyone find that interesting?
Yes


Title: Re: Current Public Clone Engine
Post by: ShadowWolf on November 13, 2013, 02:59:45 PM
adding more costumes has already been handled by cBliss. The clone engine has to handle a LOT MORE than just managing costume flags and cosmetic textures :D
----
Edit:

I might stream my screen and port a character from scratch sometime soon, would anyone find that interesting?
I'm interested as well. But on certain days, I'm busy with school and other stuff :P will this stream be recorded as well?


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 13, 2013, 03:27:15 PM
Yeah, I would do this live, and then maybe put it on youtube. I just need to plan out the best way to do this.

I want to have it planned out in terms of steps, and time myself from beginning to end.

I will be using the following tools for those interested.

1. Dolphin
2. IDA
3. My unreleased module rebuilder
4. Notepad++

I don't think ill need to use a hex editor, or really any other tool other than those 4.
My module rebuilder is extremely hard to explain how to use but maybe it will make sense when i use it on the stream. If I am feeling good I may do it tonight, if not Ill try to plan for a day if people want to tune in. I think 9 or 10PM PST tonight would be the time I would do it if I do it tonight.


Title: Re: Current Public Clone Engine
Post by: kadapunny on November 13, 2013, 05:48:00 PM
So wait, is there a version of this code that allows me to copy stuff like captain falcon, but as a new root, and also what is it in the fighters section?


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 13, 2013, 06:07:42 PM
So wait, is there a version of this code that allows me to copy stuff like captain falcon, but as a new root, and also what is it in the fighters section?

Its pretty much what you see is what you get at this point.
The large block of code at the end is actually a bunch of codes doing a lot of seperate things all put together. In fact, it wasn't even made by hand, it was generated by a script.


Title: Re: Current Public Clone Engine
Post by: Ricky (Br3) on November 13, 2013, 06:26:26 PM
Kadapunny, if you're ablsolutely new to the hacking scene, this thread is one place you'd like to avoid, just saying...


Title: Re: Current Public Clone Engine
Post by: Spex130 on November 13, 2013, 06:39:54 PM
Ermagersh, productive conversation?

adding more costumes has already been handled by cBliss. The clone engine has to handle a LOT MORE than just managing costume flags and cosmetic textures :D
----
Edit:

I might stream my screen and port a character from scratch sometime soon, would anyone find that interesting?

Yes, please. If it's possible, do you think it'd be possible to have a tutorial of sorts as an intro to this type of hacking?

I'm the type of person in that I'd love to learn, but a wiki full of tables doesn't actually give me something to work with. I think this would be useful because adding an actual slot isn't like a .REL port. This is it's own slot. (PLUS, I have SO many ideas I'd love to implement with the Ice Climber clone slot. That's SO COOL.) Having a place to start at spurs interest. And I sure as heck know I'd be doing something if I knew where to begin!


Title: Re: Current Public Clone Engine
Post by: ASF1nk on November 13, 2013, 07:03:28 PM
I'm always down to learn more!

One question; If there's enough understanding of the module rebuilder would you release it?


Title: Re: Current Public Clone Engine
Post by: SonicBrawler on November 13, 2013, 07:14:33 PM

I might stream my screen and port a character from scratch sometime soon, would anyone find that interesting?

Yes.


Title: Re: Current Public Clone Engine
Post by: Kage Ryu on November 13, 2013, 07:15:59 PM
Yeah, I would do this live, and then maybe put it on youtube. I just need to plan out the best way to do this.

...

I think 9 or 10PM PST tonight would be the time I would do it if I do it tonight.
I would like to see it on YouTube, because I certainly won't be able to view it live tonight.


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 13, 2013, 11:11:36 PM
I'm too tired and busy to do it tonight, I will see when my schedules going to be free and post in advance. Tonight I'm just going to get everything prepared for when I do


Title: Re: Current Public Clone Engine
Post by: pikazz on November 14, 2013, 07:15:27 AM
I will totally be for the livestream! no matter what time or day! even if I am in sweden and 5 hours before you, I will join!
need to learn more stuff!

once I know enough to clone character from scratch on example IC, I need to test to load 2 characters on it >:C XD unless you have already test it in anyway possible.

also, your unreleased module rebuilder sounds promising! do you plan to release it some day? :D if you do, I want to be the first to try it!


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 15, 2013, 12:18:36 AM
http://i.imgur.com/uSrci2N.png (http://i.imgur.com/uSrci2N.png)

Anyone awake? I just woke up but im ready to do this!


Title: Re: Current Public Clone Engine
Post by: Leon Exodio on November 15, 2013, 12:22:38 AM
[url]http://i.imgur.com/uSrci2N.png[/url] ([url]http://i.imgur.com/uSrci2N.png[/url])

Anyone awake? I just woke up but im ready to do this!

yeah im awake for now looks like fun in that pic lol


Title: Re: Current Public Clone Engine
Post by: pikazz on November 15, 2013, 12:41:18 AM
[url]http://i.imgur.com/uSrci2N.png[/url] ([url]http://i.imgur.com/uSrci2N.png[/url])

Anyone awake? I just woke up but im ready to do this!


I am awake! and it looks awesome!
sadly if it are by any minute, I will miss it because of work D;

but wouldn't it be better to do it on friday night? cause that way we dont have to take care about saturday XD


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 15, 2013, 01:07:22 AM
Yeah, looks like I am going to try to do this tomorrow night :D


Title: Re: Current Public Clone Engine
Post by: pikazz on November 15, 2013, 09:09:07 AM
yay! I am more hype to this livestream than I am to my birthday 5 days away XD
really want to see how a pro editing/hacking modules and now its the ultimate chance!

do you also plan to do a "written" version of the Ganon over DK hack? or posting it on youtube later?


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 15, 2013, 10:20:55 AM
I probably won't do a written thing, but I may do a blogpost about it afterwards.

Anyways, I will be aiming for about 9-10PM PST Today!

I will be talking about clone engine and cloning characters, and then cloning Ganon live onstream!


Title: Re: Current Public Clone Engine
Post by: Gamma Ridley on November 15, 2013, 10:24:47 AM
Aw man that's like 12 over here.

Not that I'll be asleep anyway. Looking forward to it.


Title: Re: Current Public Clone Engine
Post by: Shun_One on November 15, 2013, 11:00:48 AM
I probably won't do a written thing, but I may do a blogpost about it afterwards.

Anyways, I will be aiming for about 9-10PM PST Today!

I will be talking about clone engine and cloning characters, and then cloning Ganon live onstream!
Sounds good. Hopefully I don't get randomly snagged to do something, but I'll check it out afterwards if I can't join in live


Title: Re: Current Public Clone Engine
Post by: pikazz on November 15, 2013, 11:03:58 AM
I probably won't do a written thing, but I may do a blogpost about it afterwards.

Anyways, I will be aiming for about 9-10PM PST Today!

I will be talking about clone engine and cloning characters, and then cloning Ganon live onstream!
better than nothing :D

just a question, what time zone will you do it in? so I can time it here in sweden!
but it will probely end up 3-5 AM on the morning, who needs sleep anyway

and post the link to the stream!


Title: Re: Current Public Clone Engine
Post by: Hosernaut on November 15, 2013, 11:23:30 AM
better than nothing :D

just a question, what time zone will you do it in? so I can time it here in sweden!
but it will probely end up 3-5 AM on the morning, who needs sleep anyway

and post the link to the stream!

He said 9-10pm pst, and sweedish time is 10 hours ahead of that. So it would be like 7-8am for you.


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 15, 2013, 11:44:24 AM
http://www.reddit.com/r/SSBPM/comments/1qpff0/clone_engine_live_9_pmish/ (http://www.reddit.com/r/SSBPM/comments/1qpff0/clone_engine_live_9_pmish/)
Its gonna happen!


Title: Re: Current Public Clone Engine
Post by: pikazz on November 15, 2013, 11:51:47 AM
it feels really that the discussion is not related to the topic! yet still it is somehow!

and I am already glued to the stream now until it will begin XD


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 15, 2013, 12:10:28 PM
Topic is current public clone engine.

Stream is about the first public stream of the creator of the clone engine cloning a character :D

Thats about as on-topic as it will get in this thread I think?


Title: Re: Current Public Clone Engine
Post by: Tabuu Forte Akugun on November 15, 2013, 12:17:34 PM
I hope I'll be able to attend. ;D (imagines his own Tabuu PSA over DK, being able to fight Ganon lol). ;)

Since Dant himself probably won't make a written thing, maybe someone else could?


Title: Re: Current Public Clone Engine
Post by: ASF1nk on November 15, 2013, 12:48:47 PM
Looks like I'm going to have to sit this one out.
What a shame, damn you work! :l


Title: Re: Current Public Clone Engine
Post by: Hosernaut on November 15, 2013, 12:52:29 PM
I'll be there for this for sure.


Title: Re: Current Public Clone Engine
Post by: PseudoTypical on November 15, 2013, 01:30:34 PM
Hope I can make it to see this...


Title: Re: Current Public Clone Engine
Post by: Segtendo on November 15, 2013, 01:51:56 PM
Bleh. I'll be at work :x


Title: Re: Current Public Clone Engine
Post by: Spex130 on November 15, 2013, 04:07:09 PM
Aww, I can't attend.

Make sure to record it, okay!?


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 15, 2013, 04:19:15 PM
It will be on stream archive and I will be saving a local copy as well, to cut out the boring parts and put on Youtube, and possible rerecord the voiceover.


Title: Re: Current Public Clone Engine
Post by: Eternal Yoshi on November 15, 2013, 10:07:48 PM
The stream is happening right now: http://www.twitch.tv/dantarion (http://www.twitch.tv/dantarion)


Title: Re: Current Public Clone Engine
Post by: PhantomWings on November 15, 2013, 11:41:42 PM
Good job on the stream Dant.

Nicely done.


Title: Re: Current Public Clone Engine
Post by: pikazz on November 15, 2013, 11:46:10 PM
great work as always!
I loved the 8 Donkey Kongs at the end XD

need to rethink of everything you learned so I can also port stuff!
learned alot! already knew 50% but the rest (the half of the stream) was really interesting!

Btw, Dant! can I add you on skype? cause I want a good "wall" to toss ideas between!


Title: Re: Current Public Clone Engine
Post by: Maydelcore on November 16, 2013, 10:38:52 AM
This might sound dumb, but which savefile?
Please, explain further.
Are you talking about the data.bin? Or the files included in the SD card?


Title: Re: Current Public Clone Engine
Post by: ASF1nk on November 17, 2013, 01:09:32 PM
Just finished watching, really well done Dantarion!
Looking forward for future streams and the release of your module rebuilder.


Title: Re: Current Public Clone Engine
Post by: Kienamaru on November 23, 2013, 04:11:56 AM
Hmm... Look what I found.

Dant, there are people who would love to learn this clone engine stuff. Brawl Minus is really trying our hardest to get a working clone engine as perfect as the PM one looks. I'm sure PM is the biggest Mod out there, but as far as I'm aware, Minus is the runner up. Most of the people who don't play P:M play Minus and yes, that is an assumption. Based on what I've heard, but an assumption nonetheless.

I'm sure it takes hours upon hours and days upon days to come up with a working code like the clone engine, but with enough help from an able minded community, and support from fans of the work I'm pretty sure it could reach a wider audience if that's your goal. Not to mention the amount of heartfelt thanks you'd receive for making it publicly available.

If you and ds22 were to make  a version compatible with Vbrawl, I can almost guarantee that there would be modders who'd come alone and find ways to get it working with Minus and other custom codesets.

Then again, I've been called over ambitious and an utopian. So if needed, take that with a shovel of salt because I could be completely wrong.


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 25, 2013, 10:46:57 AM
There is no "Clone Engine Code".

The entire thing is a manual process, and making a "generic version" doesn't really matter or help anyone. The only thing I could think of is to release REL's that can be put in a slot like PW's rels are, that update all the info in their initializer, and then make a code that makes the module load BEFORE the soundbank. But thats a lot of work, and the Project M team is already on my case about getting my M work done.

Go watch my stream archive on twitch.

I didn't make a SINGLE ocarina code when I cloned ganon.
Not a single one. I did the entire process on stream, and talked about it the entire time as well.


Title: Re: Current Public Clone Engine
Post by: Tabuu Forte Akugun on November 25, 2013, 11:07:07 AM
Dant, got a quick question you don't have to answer: will it be possible to clone Ganon over someone other than DK? B/c I'm working on someone over DK and I'd love to be able to port my Ganon PSAs over others.


Title: Re: Current Public Clone Engine
Post by: Dantarion on November 26, 2013, 05:32:25 PM
Dant, got a quick question you don't have to answer: will it be possible to clone Ganon over someone other than DK? B/c I'm working on someone over DK and I'd love to be able to port my Ganon PSAs over others.

....I think you missed the point.I cloned Ganon module over MARIO slot on the streams. If you are working on someone over DK, I am assuming you are making a PSA using DK's module and putting it in DK's slot. If thats the case, you need DK's module cloned over other peoples.


Title: Re: Current Public Clone Engine
Post by: Tabuu Forte Akugun on November 26, 2013, 05:45:39 PM
Oh? I thought you ported Ganon over DK. D: Then I did miss the point, it would seem... My bad.


Title: Re: Current Public Clone Engine
Post by: pikazz on December 05, 2013, 02:32:50 AM
know this isnt the right place to ask but when do you think you will release the module rebuilder dant? :3


Title: Re: Current Public Clone Engine
Post by: KingJigglypuff on December 05, 2013, 09:48:27 AM
ASF1nk amazes us once again.

http://www.youtube.com/watch?v=2dasbVlzCmw


Title: Re: Current Public Clone Engine
Post by: Maydelcore on December 05, 2013, 01:38:35 PM
ASF1nk amazes us once again.

https://www.youtube.com/watch?v=2dasbVlzCmw

^this is just awesome.


Title: Re: Current Public Clone Engine
Post by: Tabuu Forte Akugun on December 05, 2013, 01:57:09 PM
ASF1nk amazes us once again.

[url]http://www.youtube.com/watch?v=2dasbVlzCmw[/url]


Hell, I can't wait till this is out there/released for Riivo.


Title: Re: Current Public Clone Engine
Post by: SonicBrawler on December 05, 2013, 03:03:09 PM
He told me it's really difficult to get working, so if he releases a thing for it, it would be for people who know what they are doing.


Title: Re: Current Public Clone Engine
Post by: Ultraxwing on December 05, 2013, 05:07:08 PM
 or just wait for Project:M to put it in better use =/

it is coming out tommorow


Title: Re: Current Public Clone Engine
Post by: KingJigglypuff on December 05, 2013, 05:33:59 PM
or just wait for Project:M to put it in better use =/
(http://img18.imageshack.us/img18/5981/slapd.png)

it is coming out tommorow
It comes out next Monday.


Title: Re: Current Public Clone Engine
Post by: Ultraxwing on December 05, 2013, 08:06:42 PM

No need for unnecessary slapping. i don't like Project:M. but they have tons more support and will use this more effectively and make it super user friendly.

and i thought it was the 6th when it was going to be released.

I hope this goes public to the people who know what they are doing. if not can't blame you. it looks like it works if implemented flawlessly. one error can be catostrophic.


Title: Re: Current Public Clone Engine
Post by: Miacis on December 06, 2013, 01:03:18 PM

No need for unnecessary slapping. i don't like Project:M. but they have tons more support and will use this more effectively and make it super user friendly.
Project M's CE is a fixed engine that only works for replacing specific characters. ASF's creation does exactly the same thing.
The difficult part is to create your own custom roster in both cases. Setting up a pre-made roster is tough, but still doable by users with a bit of practice.

The difference is, I'm pretty sure Dantarion didn't mention anything about creating your own roster, and I doubt the PMBR will release a pre-made roster until way after the P:M 3.0 hype is over.


Title: Re: Current Public Clone Engine
Post by: Kienamaru on December 06, 2013, 02:56:18 PM
and knowing the P:M fanbase the hype will never be over.


Title: Re: Current Public Clone Engine
Post by: Dantarion on December 06, 2013, 06:51:11 PM
Project M's CE is a fixed engine that only works for replacing specific characters.

Porting has to be done on a character by character basis anyways.
The time it takes to make generic modules  is easier spent developing more things for Project M. After all I did one on stream in ~ an hour or so.

It seems like people just wanna wait.


Title: Re: Current Public Clone Engine
Post by: Tiberious on December 07, 2013, 05:25:51 AM
Far as I'm concerned, I wouldn't mind a version that just allowed for the Alloys and Warioman/Giga Bowser to have their own character select assets. Even that much would be a major improvement, especially if it avoided crashes when using them.


Title: Re: Current Public Clone Engine
Post by: Miacis on December 07, 2013, 05:30:25 AM
Porting has to be done on a character by character basis anyways.
That's more or less what I was trying to explain, yes.

It seems like people just wanna wait.
More like some people don't really care about P:M all that much, and would rather use something that doesn't replace their entirely custom game.

That's how SSBB modding started, anyways. People who wanted to have their own flavored game, instead of what everybody else is playing.


Title: Re: Current Public Clone Engine
Post by: Rosetta-Hime on December 07, 2013, 09:10:37 AM
Can someone update the link for the .pac that gives roy all his cosmetic stuff? thanks in advance.


Title: Re: Current Public Clone Engine
Post by: pikazz on December 07, 2013, 04:06:52 PM
hey Dant! I got questions to you!

I watched your livestream again where you are porting ganon! I am trying to port Toon Link over luigi to learn stuff

1. how exactly did you port the "memory" that the Mario slot loads Ganon files? isn't it better that using Ganon files named after Marios files in the Mario folder? fitganon.pac -> fitmario.pac

2. how can I port the memory in the wii? should I be editing the Sora_Melee for that stuff or is it something I have missed?


Title: Re: Current Public Clone Engine
Post by: Sanitys_Theif on December 09, 2013, 06:00:52 PM
Wow, I can't believe some of you people can be such an ass to the man who got the clone engine working in the first place, much disrespect


Title: Re: Current Public Clone Engine
Post by: SonicBrawler on December 09, 2013, 06:25:57 PM
Wow, I can't believe some of you people can be such an ass to the man who got the clone engine working in the first place, much disrespect

Well treat people how they want to be treated, I guess


Title: Re: Current Public Clone Engine
Post by: BlackJax96 on December 09, 2013, 06:31:52 PM
Well treat people how they want to be treated, I guess

o snap


Title: Re: Current Public Clone Engine
Post by: Aisuru Senka on December 09, 2013, 08:17:17 PM
Wow, I can't believe some of you people can be such an ass to the man who got the clone engine working in the first place, much disrespect


(http://www.mspaintadventures.com/storyfiles/hs2/01596_2.gif)


Title: Re: Current Public Clone Engine
Post by: secretchaos1 on December 09, 2013, 08:44:43 PM
To be honest, now that P:M has the full roster completed I wouldn't mind using it as much. It's just I'd rather my own costume setup with CBliss and my current stage setup with the ASL and the Stage Expansion and I figure with the codelist setup in a .gct and not knowing where one part ends and the other begins, it'd be too much a pain in my balls to mess with it until it could all coexist in harmony.


Title: Re: Current Public Clone Engine
Post by: Miacis on December 10, 2013, 09:48:45 AM
Wow, I can't believe some of you people can be such an ass to the man who got the clone engine working in the first place, much disrespect
Hey, sometimes it's surprisingly productive to be an ass to people. If we had been nice and taken down the codes in the first place, we would have missed a whole lot of very enlightening conversations on modules, clonings, and the PMBR. Not to mention Dantarion's rather instructive stream.

Never underestimate the power of the ass.


Title: Re: Current Public Clone Engine
Post by: Dantarion on December 10, 2013, 01:02:14 PM
Hey, sometimes it's surprisingly productive to be an ass to people. If we had been nice and taken down the codes in the first place, we would have missed a whole lot of very enlightening conversations on modules, clonings, and the PMBR. Not to mention Dantarion's rather instructive stream.

Never underestimate the power of the ass.

On the contrary. I streamed for fun!
The main point is this. It doesn't matter that I streamed cloning a character from scratch.
No one was able to do anything with that information.

pikazz is always trying, but yeah, I still feel like PW and I are the only people that are going to be releasing any kind of stuff relayed to cloning characters.


Title: Re: Current Public Clone Engine
Post by: pikazz on December 10, 2013, 01:16:45 PM
On the contrary. I streamed for fun!
The main point is this. It doesn't matter that I streamed cloning a character from scratch.
No one was able to do anything with that information.

pikazz is always trying, but yeah, I still feel like PW and I are the only people that are going to be releasing any kind of stuff relayed to cloning characters.
you should stream again :D it was fun to watch (even if I knew the first 60% of it excluding the Memory patch and your Module builder)
and this time, you should try to clone a highly articleful character like Snake or Toon link over a characer like Luigi or King Dedede!

I am still curious about your code about IC engie that makes the character loads a extra like DK in your stream .w.


Title: Re: Current Public Clone Engine
Post by: ZX_BraveSol_ZX on December 10, 2013, 02:15:15 PM
Never underestimate the power of the ass.
I Lol'd hard


Title: Re: Current Public Clone Engine
Post by: Segtendo on December 10, 2013, 02:25:48 PM
Never underestimate the power of the ass.
Going in my sig.


Title: Re: Current Public Clone Engine
Post by: Batman on December 13, 2013, 04:15:39 PM
The GCT link leads back into the forums..


Title: Re: Current Public Clone Engine
Post by: Albafika on December 13, 2013, 04:36:43 PM
The GCT link leads back into the forums..
Fixed.


Title: Re: Current Public Clone Engine
Post by: kadapunny on December 13, 2013, 09:49:23 PM
So.... is the engine updated yet??? Can I copy a *insert PSA here* then have a .rel and after add all the .pngs needed OO~ You should make a program for this when it's mature in development. Like like, first, you are asked for a fit(name).pac and then from there you use models from that, with any name you want as long you've named it that.


Title: Re: Current Public Clone Engine
Post by: Dantarion on December 18, 2013, 12:20:30 PM
Never underestimate the power of the ass.

Looks like all the stuff I did was for nothing though.
For all the extra work I did trying to make you guys happy...nothing has happened. Clone a character step by step on stream and....theres still no ganon.rel :D


Better hope Santa Claus is good to you all.


Title: Re: Current Public Clone Engine
Post by: PhantomWings on December 18, 2013, 08:20:47 PM
Sneak... sneak... sneak...


Title: Re: Current Public Clone Engine
Post by: Albafika on December 18, 2013, 08:25:52 PM
Looks like all the stuff I did was for nothing though.
For all the extra work I did trying to make you guys happy...nothing has happened. Clone a character step by step on stream and....theres still no ganon.rel :D


Better hope Santa Claus is good to you all.
People are too busy on these holidays!

Sneak... sneak... sneak...
Right PW? :D


Title: Re: Current Public Clone Engine
Post by: Kage Ryu on December 18, 2013, 08:29:27 PM
I don't suppose that Ganon-cloning Dantarion stream I missed a month ago ever made it to Youtube?


Title: Re: Current Public Clone Engine
Post by: Segtendo on December 18, 2013, 09:06:50 PM
Sneak... sneak... sneak...
hai pw how r u


Title: Re: Current Public Clone Engine
Post by: Batman on December 20, 2013, 03:18:24 PM
I wonder, if you guys made a code where the game doesn't save. Will that solve the side effects when you save when you have the clone engine?... Or will there be an even be more bigger problem?..


Title: Re: Current Public Clone Engine
Post by: Maydelcore on December 20, 2013, 05:08:10 PM
I wonder, if you guys made a code where the game doesn't save. Will that solve the side effects when you save when you have the clone engine?... Or will there be an even be more bigger problem?..

Probably solves it.
But it will probably affect the ones who haven't finished the game.
Also, it may not allow Replays, Pics, etc.
Who knows? There can be many problems.


Title: Re: Current Public Clone Engine
Post by: Sammi Husky on December 28, 2013, 05:59:02 PM
Looks like all the stuff I did was for nothing though.
For all the extra work I did trying to make you guys happy...nothing has happened. Clone a character step by step on stream and....theres still no ganon.rel :D


Better hope Santa Claus is good to you all.

Dant, i dont suppose you would be releasing the module rebuilder would you? all cleaned up or not..i personally would love to poke around with learning all this. i watched your stream through and through and would love to try and port a character in the way that you did on stream.

on a side note, you have done some of the most extensive work on brawl modding and i for one, appreciate every bit of it. The same goes for all of the developers in the brawl modding scene


Title: Re: Current Public Clone Engine
Post by: Batman on December 29, 2013, 01:18:41 PM
Probably solves it.
But it will probably affect the ones who haven't finished the game.
Also, it may not allow Replays, Pics, etc.
Who knows? There can be many problems.

They can cheat but hey, lol.
I don't mind not saving replays, pics, etc.
Lastly, who wants to risk their Wii for the sake of testing?..
Anyone?... XD


Title: Re: Current Public Clone Engine
Post by: pikazz on January 12, 2014, 08:37:23 AM
Looks like all the stuff I did was for nothing though.
For all the extra work I did trying to make you guys happy...nothing has happened. Clone a character step by step on stream and....theres still no ganon.rel :D


Better hope Santa Claus is good to you all.
I knew this topic is late thanks by BrawlEx and you knew PW was going to do it at that time.

but I have to say, it did sound like we trying to do your Ice sculpture with our teeth brush while you did it with a chain saw! we didnt have the tools!

I mean, in that "special step" we needed to add commands in the Ganon Module to make it work, we needed a special tool that was never released cause doing that step manually would take months!

will you release that module rebuilder soon? :3


Title: Re: Current Public Clone Engine
Post by: Dantarion on January 28, 2014, 02:52:13 PM
I wanna but oh man its so difficult to use!


Title: Re: Current Public Clone Engine
Post by: pikazz on January 28, 2014, 03:15:24 PM
I wanna but oh man its so difficult to use!
To be honest, i dont find the program actually not that hard to use o.o looked Easy on the livestream and i know module stuff! But i understand the same time you dont want to, many Would be a big "?" When they try it. But what if you only release it do Those Who really want and understand stuff like this and test it out if it is userfriendly or not!


Title: Re: Current Public Clone Engine
Post by: Sammi Husky on January 28, 2014, 04:06:31 PM
To be honest, i dont find the program actually not that hard to use o.o looked Easy on the livestream and i know module stuff! But i understand the same time you dont want to, many Would be a big "?" When they try it. But what if you only release it do Those Who really want and understand stuff like this and test it out if it is userfriendly or not!

this lol. im fairly competent in programming so think i can understand how to use it. i would LOVE if you released it :o it would greatly help in my understanding of how modules are structured and whatnot/

Besides, i wanna make sure your stream wasn't all for nothing. i want to try to clone a character following everything you did. i understand about everything you did, i was only missing the module rebuilder. i was so close to being able to make that gannon rel :P


Title: Re: Current Public Clone Engine
Post by: shadowXtreme on January 28, 2014, 10:44:35 PM
I knew this topic is late thanks by BrawlEx and you knew PW was going to do it at that time.

but I have to say, it did sound like we trying to do your Ice sculpture with our teeth brush while you did it with a chain saw! we didnt have the tools!

I mean, in that "special step" we needed to add commands in the Ganon Module to make it work, we needed a special tool that was never released cause doing that step manually would take months!

will you release that module rebuilder soon? :3

I think that dantarion is just teasing you lol, dantarion there are souls that want to make some rels, but they lack of fire,.. the module rebuilder is the fire, if you bring them THE fire, and they burn themselves, then you could tease them again xD

or maybe you dont want to take the risk, releasing your module rebuilder, because you don want to get dissapointed, with people ending up having no idea of what to do with it -_-



Title: Re: Current Public Clone Engine
Post by: PhantomWings on January 28, 2014, 11:08:06 PM

or maybe you dont want to take the risk, releasing your module rebuilder, because you don want to get dissapointed, with people ending up having no idea of what to do with it -_-



Easy on the passive-aggressive there...


Certainly it would be nice to have another option besides the clunky module editor I've made, but if Dant wanted to release it, I'm sure he would have released it by now. Sometimes releasing something takes a bit more than just packing it into a zip and throwing up the link. Or maybe not. In either case, it's his choice to make.

In other news, you only need 2 more posts before you're a Mega Kitten as well Dant.  :af2:


Title: Re: Current Public Clone Engine
Post by: BlackJax96 on January 28, 2014, 11:13:21 PM
Does Brawlbox's module editor still not work in v0.70?


Title: Re: Current Public Clone Engine
Post by: Eternal Yoshi on January 28, 2014, 11:38:35 PM
I think that dantarion is just teasing you lol, dantarion there are souls that want to make some rels, but they lack of fire,.. the module rebuilder is the fire, if you bring them THE fire, and they burn themselves, then you could tease them again xD

or maybe you dont want to take the risk, releasing your module rebuilder, because you don want to get dissapointed, with people ending up having no idea of what to do with it -_-



You realize that he has a point when he said it's so hard to use right? It's not nearly accessible enough for anyone here aside from Pikazz to use effectively and no amount of tuts on this forum would fix that.


Title: Re: Current Public Clone Engine
Post by: shadowXtreme on January 28, 2014, 11:47:17 PM
Easy on the passive-aggressive there...


Certainly it would be nice to have another option besides the clunky module editor I've made, but if Dant wanted to release it, I'm sure he would have released it by now. Sometimes releasing something takes a bit more than just packing it into a zip and throwing up the link. Or maybe not. In either case, it's his choice to make.


In other news, you only need 2 more posts before you're a Mega Kitten as well Dant.  :af2:

My Intention was not being agressive T_T, I just posted what I thought in that moment :P
But seeing things on the side of a creator, I indeed think that is hard to make a choice about releasing something, specially when you did a haaaard work doing it D:

EternalYoshi, Yea he has a point, using the module rebuilder will require a lot of rel module knowledge, and almost no one have that,. I mean, Phantom Wings module editor program has been released a while ago, and not much people has done something significant with it ._.

EDIT:

I actually think that Pikazz deserves to try the module rebuilder :P


Title: Re: Current Public Clone Engine
Post by: Sammi Husky on January 29, 2014, 12:02:54 AM
I know what everyone's saying and I do agree. While I would love if he did release it, its his decision and his program. :p its not the functionality of it I'm after.

I may not have the knowledge that pikazz has with the modules, but what I am good at is looking at how something works and understanding it. Which is the main reason I would love to see the module rebuilder released as it is, as In without a cleanup or simpler interface. Basically because reading the actual lines of code he wrote would help me to understand the structering of modules.

Basically, It doesn't really matter to me if its hard to use. That's precisely why I would love to look at it :P.

But again, dant. We aren't entitled to anything. So if you don't want to then please don't lol :P

EDIT: and yes PW's module editor has been out for a good while, but I can't look at the source code. Which leads back to what I was saying about wanting to understand the internal structures of modules


Title: Re: Current Public Clone Engine
Post by: pikazz on January 29, 2014, 02:55:56 AM
Does Brawlbox's module editor still not work in v0.70?
As i understand, dants module editor updates all the relocation/bl data meaning that we can add codes to the module so you dont have to manuel update it!
Or can brawlbox do that now?



Title: Re: Current Public Clone Engine
Post by: Albafika on January 29, 2014, 06:44:20 AM
In other news, you only need 2 more posts before you're a Mega Kitten as well Dant.  :af2:
You've learned the importance of the 100 post mark. :happy:


Title: Re: Current Public Clone Engine
Post by: Maydelcore on January 29, 2014, 10:47:31 AM
You've learned the importance of the 100 post mark. :happy:

How do you know that?
I WANT TO KNOW!


Title: Re: Current Public Clone Engine
Post by: BlackJax96 on January 29, 2014, 11:34:52 AM
As i understand, dants module editor updates all the relocation/bl data meaning that we can add codes to the module so you dont have to manuel update it!
Or can brawlbox do that now?

Brawlbox does update all the relocation data. Have you tried using it?
The entire module is (should be) updated and rebuilt properly in v0.70. The only thing that wasn't finished was a user friendly PPC ASM editor. You have to know how to modify the bits yourself.


Title: Re: Current Public Clone Engine
Post by: Sammi Husky on January 29, 2014, 11:41:51 AM
Yep, brawlbox does re build the module properly pikazz :P

There's a couple reasons I like dant's a lot, but one of the main reasons is his module rebuilder parses the module and tags the locations that need to be patched, then i believe he just replaced the id of the previous character with the new one (I think, its been a little while since I watched the stream). Though I use both brawlbox and the module editor 3 when working on modules. But again, the real reason I was interested In seeing it, was just to peek under the hood of the program itself

Brawl box has a few features that are infinitely useful! :)  you see, in PW module editor it shows you in yellow where the relocation tags are, but if you go to that location, you would never know there was a relocation pointing to there.

In brawlbox, the relocation tags are shown in green. Whereas if you actually go to the location where it points to, the text will be red. Indicating that some relocation is pointed there. And if you look on the right side under 'linked words' it will tell you all the places that have relocation tags pointing there. Better yet, if you double click on one of these linked words, it will open a new window and take you to where that relocation is.

The other thing it does, is tell you the file offset of each of the sections. its incredibly useful in that respect.


Title: Re: Current Public Clone Engine
Post by: pikazz on January 29, 2014, 03:01:57 PM
Brawlbox does update all the relocation data. Have you tried using it?
The entire module is (should be) updated and rebuilt properly in v0.70. The only thing that wasn't finished was a user friendly PPC ASM editor. You have to know how to modify the bits yourself.
I wasnt around then 70/71 was released o.o and never knew it was updated! But now I know :D will test it ASAP!


Title: Re: Current Public Clone Engine
Post by: Sammi Husky on January 29, 2014, 03:39:33 PM
71 added the tristripper. Don't forget to read the changelog :P