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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / IWasAPerson's Hub of PSA's: Nightmare Started on: July 27, 2011, 08:17:04 PM
IWasAPerson's (Empty) Hub of PSA's


Hey people, welcome to my thread. With a lack of actual content and flashy titles(at least until I make a good portion of my first PSA), this is where I will keep progress on my PSA's as I make them. Feel free to give me your opinion on anything. Good, bad, constructive, suggestions, whatever.

NIGHTMARE

No one knows when the knight in azure armor first appeared in Europe. It was said that those who saw the knight's crimson eyes could not escape death. This azure knight is better known as Nightmare, and he is prepared to join the brawl. Taking a break from absorbing souls, Nightmare will be a powerhouse, carrying the fabled Soul Edge with him. He will be somewhat slow in his attacks but make up for it in power and versatility. He brings with him a tale of souls and swords, eternally retold.

PROJECT UPDATES
Currently Working On: Animations. Lots of them. That claw is ridiculously hard to animate, seriously.
*I'm going to be gone for a day or two and I wanted to post this before leaving. I'll put up a preview very soon.*
MOVESET (I'll fix the descriptions with damage amounts)
A: Slash (Moves sword to one side)

AA: Double Slash (Moves it back the other way)

AAA: Slash Cross (Brings it up over his head and down vertically)

S-Tilt: Jade Crusher (punches with his claw)

U-Tilt: Cannonball Lifter/Sky Splitter (The two are very very similar)

D-Tilt: Leg Slash

F-Smash: Piercing Strike

U-Smash: Midnight Launcher (With Charge)

D-Smash: Stomping (Charged version)

Dash Attack: Rook Splitter. This one's a powerhouse, but there's a long startup lag and a long ending lag. It's a high risk, high reward move.

N-Air: Similar to a held Back Spin Slash. Nightmare spins his sword around in the same way and loops around twice, but maintains his form afterwards.

F-Air: Armlet Crusher.

U-Air: Night Annihilation. He spins his sword twice with his claw before returning to form.

D-Air: Nightmare thrusts his sword downward while kicking one of his legs up with the sword between thim. He holds his sword by his left arm, and the move has a spike strong at the tip and mid-grade at the center.

B-Air: Nightmare punches with his claw. Does a little damage but is very quick.

Neutral B: Earth Splitter. This one charges for a second, gaining power as it goes on. If let go before, it does relatively low damage and little knockback to avoid spamming, just enough to keep opponents from getting too close. If it is full-charge, it stuns the victims for a second before sending them off with a pretty good knockback. This only happens if they hit the brunt of the sword. If they get hit from above, it doesn't stun but has medium knockback. Does burn damage regardless. Has super armor when dropping the sword.

Side B: This works somewhat like Marth's Side B. He first spin attacks, then moves into a low-claw stance, then attacks upwards, putting his claw and sword upward, then smashes it into the ground, then switches hands behind his back and nails the opponent from the side.

Down B: A counter, using the same animation as a forward guard break.

Up B: If on the ground, Nightmare will throw Soul Edge into the ground, step on the bottom of the sword sticking out, and jump, grabbing his sword in the process with his claw and flipping himself. If in the air, Nightmare will steady his sword downward, toss it forward, and propel himself up and forward in the same manner. This does little damage but has a combo streak if hit right. This is a great forward recovery but is an average upward recovery, slightly less than Ike's. He isn't in a helpless state afterwards, but can't use B-moves.

Grab punch: He hits them with the sword from above, like in his Hilt Impact.

F-Throw: Hilt Impact. He slams them forward with Soul Edge's hilt.

B-Throw: Soul Devour. He grabs them by the neck and throws them backwards.

U-Throw: A modified version of Unholy Terror. He pierces them with his sword and thrusts his sword upwards, sending them off.

D-Throw: Witch Hunt. He forces the foe into the ground with his sword and pulls it out for a 3-hit combo.

Final Smash: Nightmare flails his sword back and forth like one of his win animations, until a Soul Charge is complete. He then takes the sword and smashes it into the ground, causing massive damage with a large hitbox. If the opponent has more than 45% damage it'll be a one-hit kill. But the attack is dodgeable in the air or with a side-step.

Other Notes:
Nightmare is really heavy. The armor isn't just for looks...
He has a fairly fast run and an average walk, like in Soul Calibur.
His sword cannot be put away.
Soul Edge will be placed on his left hand, with items held in his right hand/claw. For obvious reasons his stance will be different.

TO DO:
Pretty much all animations. I'll finish animations before any PSA work begins.

COMPLETED:
Wait 1
Wait 2
Attack11
ItemHandGrip (The claw has to be reanimated
ItemHandHave (The claw)
ItemHandPickUp (Again, the claw)
ItemHandSmash (The claw one more time)
An incredibly bad WalkSlow
The sword article is attached to his left hand

PREVIEWS:
Yeah, I'll get on that real quick. I'll be unable to animate tomorrow but I'll try and make a video of his wait1, wait2, and attack11 anim.
2  Help & Tutorials / Help / Does anyone have the CSE v2.1 (NOT CSE 2.5) code? on: July 19, 2011, 01:12:15 PM
Hey, I was looking at something related to the CSE codes, and I noticed that the version 2.1 code for the Custom Sound Engine has sfx that actually works. I know it only works for riivolution, but sfx only works for riivolution as it is. I want to test something related to sfx with it, see if it works.

Only problem is, Dantarion took down that version of the code. I already have CSE v2.5, and that works fine for me, but I want to test out sfx with an older version (incidentally, it only worked for riivo users. Status quo isn't much different in terms of sfx between Gecko and Riivolution users, but v2.5 doesn't work right with sfx). I can't find it anywhere, so I can't test it out. Does anyone have a copy of the v2.1 CSE code that I can use? I'll credit you in an sfx pack if you do so...
3  Super Smash Bros. Brawl Hacking / General Hacking Discussion / SndBGMTitleData Notes (Sound Test and Song Title Index) on: July 10, 2011, 09:24:09 AM
So, I was trying to use Dantarion's BrawlDJ, but it would spit out an error whenever I created a new song and title. I could only swap around existing songs with matching titles. It just so happened that day I was determined to figure out how to change song titles and add new songs manually. And I believe I figured out how to do it.

For reference, SndBGMTitleData is MiscData[13] in common2_en.pac.

Code:
Header:
0x00(4) - File Length
0x04(4) - End of last Sound ID + 0x10 (Extra Padding)
0x08(4) - 0's? Nothing important.
0x0C(4) - 0x01. Have no clue as to what it does.
0x10(10) - Padding.
0x20(30) - Song Data Start

Song Data Format:
0x00(4) - Sound ID, as in 280F (Fire Emblem, Melee)
0x04(4) - Franchise Category
0x08(4) - Franchise Icon (Appears in the background, TextureData[12], MenSelChrMark but it's in an odd order)
0x0C(4) - Original Flag
0x10(4) - Title ID (One of the many song title MSBins)
0x14(4) - Credit ID (MiscData[8], hold X to find)
0x18(4) - Composer ID 1. This only appears 3 times. (MiscData[5])
0x1C(4) - Composer ID 2. Usually used.
0x20(4) - Composer ID 3.
0x24(4) - Composer ID 4. Fire Emblem is weird about this.
0x28(4) - Padding. Suppose they almost had a 5th composer slot.
0x2C(4) - Sound Credits (MiscData [4])

Someone also documented MiscData[14] in Common2_en, here: http://www.smashboards.com/showthread.php?t=306531

* All data categories can be found in nu_menumain_en.pac
* Placing a sound file in this banks it for use throughout the game.
* This WILL appear in the sound test, and carries through any stage sound selection.

I am going to test out adding a new slot today, see if I can't get adding a CSE file to work on a level. And if it does, I'll add a youtube video. Btw, does anyone know how to add a tracklist slot (2A is the last one, used by the menu, 2B and 2C crash the game)? I'd like to make new tracklists with names for Stage Expansion stages, but so far it just crashes the game whenever I try to change a level's tracklist with the custom tracklist code to 2B and set up some entries for tracklist 2B. It would be awesome to make real tracklists with individual probabilities, but I can't jump that hoop.
4  Help & Tutorials / Help / Has anyone actually gotten BrawlDJ to work? on: July 07, 2011, 05:36:46 PM
So, I was attempting to use BrawlDJ (link here: http://www.smashboards.com/showthread.php?t=301226) to add some songs to some stages (and eventually get Stage Expansion codes to work), but every time I try to inject my custom_snd_BGMSysData.txt, I get this error:

Code:
Warning SongID 2703 has no name! If it is used in My Music it will freeze!
New title entry for SongID 3000- Custom Song - index 265
Traceback <most recent call last>:
File "BrawlDJ.py", line 9, in <module>
inject<>
File "C:\User\(My name)\Downloads\brawldj_v1_0\functions.py",line 109, in inject
write_sndBgmTitleData<entries, "build/sndBgmTitleData.dat">
File "C:\User\(My name)\Downloads\brawldj_v1_0\functions.py", line 15, in write_sndBgmTitleData
f.write<pack<">I",thing>>
struct.errot: integer out of range for 'I' format code
Press any key to continue...

No matter what I do, if I add a song or so much as change a song ID of an existing slot, I'll get this error. Even if I give a name to Hanenbow I'll get this error. This is driving me up a wall, so has anyone found a fix for this? Or even how to do this process manually? I don't have an account over to Smashboards and I know that Dantarion's at Anime Expo, so I'm asking here...
5  Help & Tutorials / Help / MotionEtc's in Common5.pac on: March 25, 2011, 02:40:23 PM
I've got a question about common5.pac: I did a bit of searching and found one or two posts relating to the motionetc files that are in the pac (Ivysaur and Squirtle's) and I wanted to know if they're used at all in-game. I know they aren't used for multiplayer, but 1-player's another story.

They seem to have their own motionetc files in their fighter folder, but are the ones in common5 used in SSE or some other part or single player? Or are they completely useless? If they are useless, then it'd help out on the space issue, and chances are we wouldn't need to have small 88x88 stage previews and could just use the standard size for the stage expansion code.

So, can anyone shed some light on this? Or am I just overthinking things?
6  Super Smash Bros. Brawl Hacking / Music & SFX / New SFX Project: Zero (Johnny Yong Bosch, MVC3) over Link on: March 10, 2011, 08:18:22 AM
Hey guys,

A while back I had ripped some character sfx from Marvel Vs. Capcom 3, particularly from Zero. All 68 of them. I wanted to do a full voice replacement for him in Brawl so we didn't have to listen to Link's grunts. I've been messing around with them for a while and I've replaced about 7 of the SFX so far. Kinda tough to find the right sound for each thing.

Sawndz 0.51 is a godsend for this, and it wouldn't be possible without it, but I'll keep posting progress on it here, I don't usually have a lot of time to work on it and am working on like 3 other things.

Changed SFX Progress List (going off of Smashbox 0.57)

Wave3
Wave4
Wave6
Wave8
Wave11
Wave21

The Announcer Call is done (was able to condense it from Zero Suit Samus so it could use the brawl announcer)

The Wiimote sound is done as well. Seeing as how it may take a little while to get the rest of the voices done, I can release the hex packets for the announcer call and the Wiimote before I release anything else, or I can wait until everything is done. Hopefully this won't take me too long, since after this I want to make a sfx pack for Dante.

If anyone wants, I can give you the folder I have all of my Zero wavs in. I know that there's already a couple of rips out there already, but I recorded mine to be optimized on dead space and mine are stereo as opposed to mono. Let me know, since it won't take long to upload them at all.
7  Super Smash Bros. Brawl Hacking / General Hacking Discussion / The .MOT (TvC, Naruto Animations) Research Thread on: March 03, 2011, 05:48:43 PM
Original Post:

I finally got around to making a copy of all the character files from Tatsunoko vs. Capcom. Between looking at them and seeing what people have said/documented about .mot files (which is little to nothing), I wanted to take a crack at them, figure out how to open them up in BrawlBox. Unfortunately, I don't know enough about the motionetc.pac header (and I'm having a lot of trouble finding documentation) to hex it to the .mot files, but they seem like they're similar. I'll keep going through them with a hex editor and look for patterns.

This is what I knew about .mot files prior to researching:
The format is similar to motionetc ARC files
They do indeed contain the animation files for each character
If a header is placed on them, they will open in BrawlBox.
Brawlbox displays an AnimationData string but has an odd ID.

-----

VILE and I are working on this, but we can use all the help that we can get. If you know anything about hexing, then it would help out the cause a lot. And VILE and I will update this post as we get more info. Also, I'll clean this up when I'm less busy.
8  Super Smash Bros. Brawl Hacking / Music & SFX / IWasAPerson's Music Thread: Updated 7/6/11 - Taking Requests! on: January 20, 2011, 04:37:05 PM
Hey guys, I've been making music hacks and figured the best way to show and organize them would be to make a thread. I'll always update this with new releases and fixes, and for requests as well.

To let you know, a friend of mine who has a dedicated server has given me an FTP. I will upload the songs to that FTP, and they won't go down. Turns out the FTP DID go down. Not exactly, but everyone's password got reset and I can't get in contact with the owner to fix it. So, don't worry, my old downloads still work fine, and the FTP actually works a lot better than Mediafire, but all new uploads are going to Mediafire.

Number of BRSTMs: 11

Remember, I take requests for both music and SFX, now that I can properly replace sfx with Sawndz.
Just, please, try to keep the request in the thread and organized.




Final Fantasy VII: Advent Children - One-Winged Angel
Before you say anything, yes I know this has been done plenty of times before. But bear with me here. I was looking through the Vault for a good version of this, and I noticed that all of the brstm's of the AC version were not properly looped (started at the beginning again) save for one. This one was of Advent Children Complete's remaster, which I believe has much worse instrumentation, drums, and orchestra than the original AC version. I wanted to make a brstm of this insanely popular song that actually has a proper loop, with the original Advent Children version's goodness.
Recommended Replacement: EternalYoshi's Planet's Core stage. Seriously, it's great. Check it out.
Preview:
#Invalid YouTube Link#
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18535



Remastered Tracks Rockman Zero Mythos - Departure
This is a remastered track for the Rockman Zero Mythos album, for Departure (intro stage music for Mega Man Zero 2). I absolutely love this song and this remaster is just awesome.
I know, there are already two other versions of this, but the more recent one has a bad loop spot and the other cuts out the majority of the song. I went ahead and fixed these problems: the majority of the song is intact and the loop isn't jumpy.
I really recommend giving this a listen, the track is just amazing.
Preview:
<a href="http://www.youtube.com/watch?v=EsQI7Q4X8Nc" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=EsQI7Q4X8Nc</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15843


Castlevania Rondo of Blood - Bloodlines
I've been getting more into the Castlevania series lately and was surprised no one has made this yet. Anyway, this is a great tune to fight to, and is played on the first level of the game.
Note that this is a direct rip from the PSP port of the original Rondo of Blood, not Dracula X or The Dracula X Chronicles. I have the Dracula X Chronicles version that I have to fine-tune.
Recommended Replacement: Anywhere you have a Castlevania stage. There's Robz's and DemonSlayerX8's Castlevania stages for example.
Preview:
<a href="http://www.youtube.com/watch?v=KR0UjAQIX6E" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=KR0UjAQIX6E</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15837


Mega Man X3 - Blast Hornet (R.G.M.R.)
This is a remix of the Blast Hornet level music by R.G.M.R. I kinda liked this one, although the more I look I see better remixes out there. This one is good anyways.
It loops great and I really don't know what else to say about it.
Preview:
<a href="http://www.youtube.com/watch?v=saLn8P9rick" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=saLn8P9rick</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15831


Mega Man X3 - Toxic Seahorse 32-Bit Version
This is the stage music for Toxic Seahorse. By 32-Bit version I mean the PSX, PC, compilation, and Saturn version, not the SNES version. It's really catchy and I was surprised as to how well it could fit in-game.
This is a straight rip from the PC version of the game. Surprisingly, this was made at 22050 hz so the file size is smaller than usual. It has a perfect loop and is great for a lot of stages.
If you want the SNES version of it, since I haven't seen any version of Toxic Seahorse on here, let me know.
Preview:
<a href="http://www.youtube.com/watch?v=saLn8P9rick" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=saLn8P9rick</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15831


Pokemon RBY Gym Leader Battle: Rock Remix (GaMetal)
This is an awesome remix of the original Gym Leader theme, by GaMetal. Seriously, this guy makes awesome video game remixes. This is one of his better ones, and it fits awesomely into Brawl.
This brstm has the guitar solo intact and loops perfectly (it took me a while to get the right spot on this one). I highly recommend this one for anyone.
Recommended Replacement: Any Pokemon song. Seriously, pick one you don't like, replace it.
Preview:
<a href="http://www.youtube.com/watch?v=XzOc0wbKgfk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=XzOc0wbKgfk</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15829


Meta Knight's Revenge: Rock Remix (GaMetal)
This is another awesome remix of Meta Knight's Revenge, by GaMetal. The original was awesome as it was, and this one just cranks it up to 11.
This brstm has the guitar solo intact and loops perfectly without sounding awkward or anything. It honestly took me a while to get the volume right on it though.
I also highly recommend this one for anyone.
Recommended Replacement: The original Meta Knight's Revenge, obviously.
Preview:
<a href="http://www.youtube.com/watch?v=i0rvscc14vo" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=i0rvscc14vo</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15292


Journey To Silius - Stage 3 Remix (DJ Axis)
This is a song from a rather obscure game, Journey to Silius. I thought this particular remix, by DJ Axis, was really good. It's a dance/techno remix of the original.
If you want any of the other remixes in the video, send me a request. Also, jump to 4:45 for the actual song.
Recommended Replacement: Unless you have the Club KC-MM stage, I'm not really sure.
Preview:
<a href="http://www.youtube.com/watch?v=sUHzwdH3BqE" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=sUHzwdH3BqE</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15838


Mega Man X8 - Vile's Theme
This is Vile's theme, from Mega Man X8. I thought that it was really good and it is kind of fitting for fights. It is ripped directly from the PC version and has a seamless loop.
Preview:
<a href="http://www.youtube.com/watch?v=XzOc0wbKgfk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=XzOc0wbKgfk</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15316




Megaman Legends - Flutter Vs. The Gesellschaft
Requested by PervyTheShadow
Yeah, I've never played Legends, so I really can't say much about the song or the series for that matter. Interesting enough, and it's looped perfectly. I also have plenty of other requests for Megaman Legends-related songs from him, so thanks to him for giving me something to do...But yeah it's a good song for the right stage, and it's worth a download.
Preview:
<a href="http://www.youtube.com/watch?v=9v07PY14Zyw" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=9v07PY14Zyw</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20330


RealFaction - Clearing The Sky
Requested by VietCookie
This is an interesting song done by RealFaction on Newgrounds. It's a dance/techno song and kinda catchy. It loops at about 3 minutes in and keeps the main part of the song intact. This song really grows on you, you should check it out for yourself.
Preview:
<a href="http://www.youtube.com/watch?v=0-YDIZZ_BWc" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=0-YDIZZ_BWc</a>
Download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15932


If you have any feedback or requests for either music or sound effects, please post 'em since I am more than willing to do them.
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