It's really, its just me pikazz and eternal yoshi making our own exmodules independently of PW. More then likely, if Phantom Wings approves it he would put them in the download. of course they would need testing (that's where you guys come in). you guys combined would do more testing by just playing in 5 minutes then i could do myself in like 5 days.
So whenever we get them straightened out and working, i'm i'll post mine here. i can't really speak for EY or Pikazz, but i'm sure they'll post theirs here too
I will post my in here together in the BrawlEx thread in the PSA/Animation discussion section!
but I have big troubles of porting the "special things" :c, the things that need extra patching to the Sora_melee (example Pikachus or Pikmin module), do you know how?
Pikazz, would you mind sharing the process on how you did it? i've been experimenting with it, by borrowing some of the techniques in your special throws tutorial, but when I try to open the module again AFTER I'm done, module editor 2 it gives me An index is out of bounds of the array error. It would be great if you could share the process
sure, but you probely already know everything! a new <fighter>.[3][15], update the offset that leads to the Method in <fighter>.[2][2] and giving <fighter>.[17][26] the right information! it might be something more I missed about not making the character teleport to the middle of the stage!
and I also get that error as soon I resize the Section1 so you are on your own xD my both transforming character cant be open in Module Editor 2 either!
I do not understand what he means. What the hell does he mean untransforming?
sorry, I blame my dyslexic. but I meant the first 2 Untransforming is transforming! so we actually "pass that milestone", only need to perfecting it
for now, you can actually use all the BrawlEx Modules to do some transforming with and it should be easier to do this than adding the Special Grab! but before I will post a tutorial of how you do your Transforming character with BrawlEx modules, I need to find how to fix the Major Glitch (the one you always teleport to middle of the stage!) the minor glitch isnt that important for now
Ok in another approach if we learn to handle the CSS slots like shiek and zelda as when u pick to the left/right corner of the character, the cosmetics and character changes and if we do it like the Pokemons we would be able to have 400 characters 50*4=200
and we may not even have to temper with adding bones to the existing sc_selcharacter screen as there will be 1 bone for 4 slots
I believe we should aim at the pokemon trainer way, cause Zelda and Sheiks Icon is actually screwed when using the custom CSS code, Sheik is unselectable. I will give Trainer a shot if I can load 3 diffirent modules+character (with no transform between) and see if we can select any of them on the screen!
100% working, yet 2 glitches! one major and minor D: really need to fix the major glitch!
the solution was inside <fighter>.Method[17][26]. however I dont know how to fix the "transport to middle" :/ believe it gets like that when they switch the Module file!
okay, I need to say a thing about this "2" character per slot. yes, it is possible to have 2 slots on one character, with or without transforming.
but here comes the tricky part! if it is over an extra slot (or any otherslot), you cannot be the secondary! even if it is over Zelda it will not work cause somehow, you cant select "Sheik" from the start :/
the only thing that works 100% is using the Samus slot by holding in R to be the second character like in my video! even using her stuff for the extra slot doesnt work :/
But I havent test the Pokemon Trainer by using its stuff! it might work that way but I kinda expect same result
EDIT: Also... Its now 100% working! except for 2 glitches
So we can switch characters and be in the same slot? Does that mean I can have multiple characters on 1 slot?
like KJP said except think like Zelda/sheik and Samus/ZSS but we can use 2 completely diffirent Modules instead for one that every transforming have (Zelda and Sheik using the ft_zelda.rel) and swap between them with a attack example Down B
Let's hope you'll figure out the loading issue. Also a P&P rel would be ideal for this once you're done.
It would make my Deoxys PSA more realistic. Assuming you can put 4 character references into the modules.
Would you care to test with that is you manage to fix your main issues?
I used my BrawlEx jigglypuff and the BrawlEx Marth to make them being able to swap between eachother! I am sure you can use 4 Modules but the module memory isnt high. I know that using a Jigglypuff and a Samus made the CSS freeze a half second when you selected it (a special freeze, the music was going and no beep! a freeze when the module is too big) but the freeze can be because of the Samus module having the same ID as the Jigglypuff ID too!
I think you can have 4 at maximun, but it will be more like the Poketrainers pokemon that you can only circle through one each time (squrtile->ivysaur->charizard ect). not sure of how fast the "switch" will be on a disc since I used Wiiflow on the video xD
also pretty sure of that you can use it over a BrawlEx slot too, but I will test that later. right now I am focusing getting the modules working flawless!
as you can see in the video, I used a modified Jigglypuff and Marth Modules to make them able to switch between eachother! as you see in the end of the video, they switch but they dont appear on the stage :/ thats the only thing missing! and i think I know whats cause the error!
as you can see in the video, I used a modified Jigglypuff and Marth Modules to make them able to switch between eachother! as you see in the end of the video, they switch but they dont appear on the stage :/ thats the only thing missing! and i think I know whats cause the error!
as you can see in the video, I used a modified Jigglypuff and Marth Modules to make them able to switch between eachother! as you see in the end of the video, they switch but they dont appear on the stage :/ thats the only thing missing! and i think I know whats cause the error!
I made that instead for Samus it loads Jigglypuff and instead for Zero Suit Samus it loads Marth! and Suprise! it can load both modules! if you just select "Samus", it will load Jigglypuff at the SSS, but if you hold on "R", it will load Marth instead on SSS (you can see it by the icon!)
everything is working perfectly, every attacks and final smashes and stuff
well... except the transforming part :/ the attack I put it on will not activate, no freeze or something!
but I believe it is something I missed cause I gave both the module the [3][15] part (the Samus part to jigglypuff and the ZSS part to Marth) like that nasty calling offsets that was inside the [3][1] to load the [3][16] when I ported the special grabs!
will also try to put those over Zelda and Sheik if it would make any diffirent!
I think it will work if we use 2 modules that has the least size will work! I know if we using both Marth + Jigglypuff modules, it will have less space than Lucas module!
also, I believe your therody PW, but I have a therody what they can link to in the Sora_melee!
the transformation setup with grapfics! I tested put the transformation command on Samus's Second jab. as soon it hit the command, her Transformation grapfic appeared straight away! so my guess is that it happens for everyone!
also, I know that every transforming character has a delay on transforming because the disc loads the things it need, excluding one chaaracter and that's bowser! he transform to giga bowser before you can even blick! how does that work? that he loads everything already from the beginning?