Yes, we can all be sure that the 100+ shadow hacks, as well as pages of unmentioned others, lack creativity, and most are simply rehashes that probably took less than 30 minutes. That's one kind of unoriginality. Doing what has already been done, and not usually attempting anything new.
Yes, nobody likes that kind of stuff. Seeing dozens of hacks that are nearly identical to each other. That is only one kind of unoriginality. I think people tend to forget or simply ignore another perspective.
Go look in the vault, and try to find a character not based on a preexisting, game, movie, anything. It will take you a looong time. Originality is more than not copying others preexisting work in the vault. Originality is, by definition, the ability to create, to innovate, to NOT copy any preexisting material.
This, of course, is easier said than done. Creating characters from scratch, while doable, isn't exactly easy. There are other ways to be original though. Creating "remixes", if you will, of preexisting characters, isn't often frequented here. Imagine someone making link link into fierce deity link, without majora's mask having existed. These kinds of creations are rare here. As black boo said, the key is ingenuity. There are many varieties of ways you can change the appearance of a character, most will be hidden by linear thinking.
It is easier to be original with any other kind of hacking though. Brand new PSAs that aren't based off of something in existing games is something more common. brand new stages I see less of, but are very easy to think up.
While I'm certainly not denouncing all of the hacks that are based off of other things, it is nice to see original work thought up by the creator. So when you're trying to think of what character from a different game that everyone would love to see in brawl, remember that you don't have to get your ideas like that.
Okay, so I've got an animated model. I've animated the topN bone's translation, and it works correctly in brawlbox. Ingame however, the model's translation is far from where it previews in brawlbox, and rotates around correctly with its rotation bone, but doesn't move at al. Does anybody know why? I've checked, and the bone animation is named correctly, and there are no other animations with that name. There aren't even any other keyframed bones. Is there a limit to how many bone animations can be in one chr0? I'm stumped 0.o
EDIT: I never managed to actually fix this, but I replaced the raw bone animation from a previous revision and it started to work again, sans a bunch of keyframes that past me hadn't keyframed yet 0.o
EDITEDIT: added more keyframes and it happened again.....
This is a WIP, if you would like to contribute, PM me teh info and I'll credit you when the final product is released. The final product will be a zip file containing every folder path, as well as text docs in each folder to tell what goes where, and what does what, and such, as well as this thread, which will contain all the text information.
Todo: adventure stages? Common5 Common3 (might do some stuff with items, idk) Portraits
Looking for something? expand the section that thing is in, and press CTRL+F. This will open your browsers find function. type in what you're looking for so you don't have to scroll through walls of text.
Effect
This folder contains the following folders/files assist: graphic effects for assist trophies. enemy: graphic effects for SSE enemies. fighter: graphic effects for regular characters. final: graphic effects for final smashes. kirby_cp: graphic effects for kirby hats. minigame: graphic effects for the coin shooter and ending of SSE. Stage: graphic effects for regular stages and stages in SSE. Contains 2 folders; adventure (SSE) and rantou (regular) ef_advcommon.pac: textures and models in for effects in SSE. ef_common.pac: textures and models for common effects in attacks and items such as fire, ray gun shot, etc. ef_pokemon.pac: textures and models for pokemon effects such as piplup's trail of water.
the fighter folder contains all textures and movesets for all characters. The folder names are self-explanatory. You should know: *The transforming characters (Zero Suit Samus/Samus, Wario/Wario Man, Bowser/Giga Bowser, Pokemon Trainer/Squirtle/Ivysaur/Charizard) all need .pac files along with .pcs files for textures to work correctly. *all characters that need .pacs will have an asterisk next to their name *.pac files are also needed for textures in the SSE, and for your opponent on wifi. If you do not have the .pac files, the textures will be standard for SSE and wifi.
Emrald textures: the FitCharacterdark.pac/pcs are textures used in the great maze. The characters will have 3 layers of textures over them making them look dark and shiny. If you've downloaded an emrald texture, just name it what you usually would, I included them in this so that you know where to get them in the ISO.
Generally; FitCharacter.pac -moveset FitCharacter00.pac/pcs -Original texture FitCharacter01.pac/pcs -Red texture FitCharacter02.pac/pcs -green texture FitCharacter03.pac/pcs -blue texture FitCharacterMotionetc.pac -animations this, especially the textures due to what color the original is, can vary, so below is a complete list. Not listed, each character will also have a FitCharacterspy.pac/pcs. These files are the invisible characters for the special invisible mode.
Blue Alloy: zakogirl FitZakoGirl.pac [moveset} FitZakoGirl00.pac/pcs [texture} FitZakoGirlMotion.pac [animations}
Red Alloy: zakoboy FitZakoBoy.pac [moveset} FitZakoBoy00.pac/pcs [texture} FitZakoBoyMotion.pac [animations}
Stage
Within the stage folder there are 2 folders: the melee folder contains all the stages on the stage select screen the adventure folder contains all the stages from SSE, which also includes the bosses and enemies.
Melee: generally its STG(stagename).pac for melee stages its STGDX(stagename).pac
Battlefield STGBATTLEFIELD.PAC Yoshi's Island STGCRAYON.PAC Delphino Plaza STGDOLPIC.PAC 75m STGDONKEY.PAC Big Blue (Melee) STGDXBIGBLUE.PAC Corneria (Melee) STGDXCORNERIA.PAC Jungle Japes (Melee) STGDXGARDEN.PAC Green Greens (Melee) STGDXGREENS.PAC Onett (Melee) STGDXONETT.PAC Pokemon Stadium (Melee) STGDXPSTADIUM.PAC Rainbow Cruise (Melee) STGDXRCRUISE.PAC Temple (Melee) STGDXSHRINE.PAC Yoshi's Island (Melee) STGDXYORSTER.PAC Brinstar (Melee) STGDXZEBES.PAC Distant Planet STGEARTH.PAC Mario Bros. STGFAMICOM.PAC Final Destination STGFINAL.PAC Port Town Aero Dive STGFZERO.PAC Green Hill STGGREENHILL.PAC Flat Zone 2 STGGW.PAC Halberd STGHALBERD.PAC Summit STGICE.PAC Rumble Falls STGJUNGLE.PAC Mario Circuit STGKART.PAC Warioware, Inc. STGMADEIN.PAC Luigi's Mansion STGMANSION.PAC Mushroomy Kingdom1 STGMARIOPAST_00.PAC Mushroomy Kingdom 2 STGMARIOPAST_01.PAC Shadow Moses Isle (Rex) STGMETALGEAR_00.PAC Shadow Moses Isle (Ray) STGMETALGEAR_01.PAC Shadow Moses (Gecko) STGMETALGEAR_02.PAC New Pork City STGNEWPORK.PAC Norfair STGNORFAIR.PAC Bridge of Eldin STGOLDIN.PAC Frigate Orpheon STGORPHEON.PAC Skyworld STGPALUTENA.PAC Pictochat STGPICTCHAT_en.PAC Pirate Ship STGPIRATES.PAC Hanenbow STGPLANKTON.PAC Pokemon Stadium 2 STGSTADIUM.PAC Spear Pillar (Dialga) STGTENGAN_1.PAC Spear Pillar (Palkia) STGTENGAN_2.PAC Spear Pillar (Cresselia) STGTENGAN_3.PAC Castle Seige (castle) STGEMBLEM_00.PAC Castle Seige (inside castle) STGEMBLEM_01.PAC Castle Seige (Underworld) STGEMBLEM_02.PAC Lylat Cruise STGSTARFOX_ASTEROID.PAC
Smashville (morining) STGVILLAGE_00.PAC Smashville (day)STGVILLAGE_01.PAC Smashville (afternoon) STGVILLAGE_02.PAC Smashville (night) STGVILLAGE_03.PAC Smashville (late night (starts at 11:00PM)) STGVILLAGE_04.PAC
Adventure:
Music F:/private/WII/app/RSBE/pf/sound/strm (ntsc) F:/private/WII/app/RSBP/pf/sound/strm (PAL)
FINAL DESTINATION X05 - Final Destination T01 - Credits (Super Smash Bros.) T03 - Opening (Super Smash Bros. Melee) W25 - Final Destination (Melee) W31 - Giga Bowser (Melee)
DELFINO PLAZA A13 - Delfino Plaza A07 - Title / Ending (Super Mario World) A08 - Main Theme (New Super Mario Bros.) A14 - Ricco Harbor A15 - Main Theme (Super Mario 64)
LUIGI'S MANSION A09 - Luigi's Mansion Theme A06 - Castle / Boss Fortress (Super Mario World / SMB3) A05 - Airship Theme (Super Mario Bros. 3) Q10 - Tetris: Type A Q11 - Tetris: Type B
MUSHROOMY KINGDOM 1-1 A01 - Ground Theme (Super Mario Bros.) A16 - Ground Theme 2 (Super Mario Bros.) A10 - Gritzy Desert 1-2 A02 - Underground Theme (Super Mario Bros.) A03 - Underwater Theme (Super Mario Bros.) A04 - Underground Theme (Super Mario Land)
MARIO CIRCUIT A20 - Mario Circuit A21 - Luigi Circuit A22 - Waluigi Pinball A23 - Rainbow Road R05 - Mario Tennis/Mario Golf R14 - Excite Truck Q09 - Title (3D Hot Rally)
RUMBLE FALLS B01 - Jungle Level Ver.2 B08 - Jungle Level B05 - King K. Rool / Ship Deck 2 B06 - Bramble Blast B07 - Battle for Storm Hill B10 - DK Jungle 1 Theme (Barrel Blast) B02 - The Map Page / Bonus Level
BRIDGE OF ELDIN C02 - Main Theme (The Legend of Zelda) C09 - Ocarina of Time Medley C01 - Title (The Legend of Zelda) C04 - The Dark World C05 - Hidden Mountain & Forest C08 - Hyrule Field Theme C17 - Main Theme (Twilight Princess) C18 - The Hidden Village C19 - Midna's Lament
PIRATE SHIP C15 - Dragon Roost Island C16 - The Great Sea C07 - Tal Tal Heights C10 - Song of Storms C13 - Gerudo Valley C11 - Molgera Battle C12 - Village of the Blue Maiden C14 - Termina Field
NORFAIR D01 - Main Theme (Metroid) D03 - Ending (Metroid) D02 - Norfair D05 - Theme of Samus Aran, Space Warrior R12 - Battle Scene / Final Boss (Golden Sun) R07 - Marionation Gear
FRIGATE ORPHEON D04 - Vs. Ridley D08 - Vs. Parasite Queen D07 - Opening / Menu (Metroid Prime) D06 - Sector 1 D09 - Vs. Meta Ridley D10 - Multiplayer (Metroid Prime 2)
YOSHI'S ISLAND (BRAWL) E02 - Obstacle Course E07 - Obstacle Course (Winter) E01 - Ending (Yoshi's Story) E03 - Yoshi's Island E05 - Flower Field E06 - Wildlands
HALBERD F06 - Meta Knight's Revenge F01 - The Legendary Air Ride Machine F05 - Gourmet Race F04 - Butter Building F02 - King Dedede's Theme F12 - Squeak Squad Theme F07 - Vs. Marx F08 - 0² Battle F03 - Boss Theme Medley F10 - Checker Knights F09 - Forest / Nature Area F11 - Frozen Hillside
LYLAT CRUISE G10 - Space Armada G02 - Corneria G01 - Main Theme (Star Fox) G03 - Main Theme (Star Fox 64) G04 - Area 6 G11 - Area 6 Ver. 2 G05 - Star Wolf G09 - Star Wolf (Star Fox: Assault) G07 - Space Battleground G08 - Break Through the Ice Q12 - Tunnel Scene (X)
POKEMON STADIUM 2 H01 - Pokemon Main Theme H03 - Road to Viridian City (From Pallet Town / Pewter City) H02 - Pokemon Center H04 - Pokemon Gym / Evolution H05 - Wild Pokemon Battle! (Ruby / Sapphire)
PORT TOWN: AERO DIVE I01 - Mute City I03 - Fire Field I02 - White Land I04 - Car Select I05 - Dream Chaser I06 - Devil's Call in Your Heart I07 - Climb Up! And Get The Last Chance! I08 - Brain Cleaner I09 - Shotgun Kiss I10 - Planet Colors R09 - Golden Forest (1080° Snowboarding) W18 - Mach Rider (Melee)
CASTLE SIEGE J02 - Fire Emblem Theme J04 - With Mila's Divine Protection (Celica Map 1) J08 - Attack J06 - Preparing to Advance J07 - Winning Road - Roy's Hope J03 - Shadow Dragon Medley J13 - Ike's Theme J09 - Against the Dark Knight J10 - Crimean Army Sortie J11 - Power-Hungry Fool J12 - Victory is Near W17 - Fire Emblem (Melee)
WARIOWARE, INC. M01 - WarioWare, Inc. M02 - WarioWare, Inc. Medley M08 - Ashley's Song M07 - Ashley's Song (JP) M06 - Mike's Song M05 - Mike's Song (JP) M04 - Mona Pizza's Song M03 - Mona Pizza's Song (JP) M09 - MicroGame$ Theme 01 M10 - MicroGame$ Theme 02 M11 - MicroGame$ Theme 03 M12 - MicroGame$ Theme 04 M13 - MicroGame$ Theme 05 M15 - MicroGame$ Theme 06 M16 - MicroGame$ Theme 07 M17 - MicroGame$ Theme 08 M18 - MicroGame$ Theme 09
DISTANT PLANET L06 - Main Theme (Pikmin) L01 - World Map (Pikmin 2) L07 - Stage Clear / Title (Pikmin) L02 - Forest of Hope L04 - Ai no Uta L08 - Ai no Uta (French Version) L05 - Tane no Uta L03 - Environmental Noises R08 - Title (Big Brain Academy)
SMASHVILLE N01 - Title (Animal Crossing) N02 - Go K.K. Rider! N03 - 2:00 a.m. N06 - Town Hall and Tom Nook's Store N05 - The Roost N07 - K.K. Cruisin' N08 - K.K. Western N09 - K.K. Gumbo N10 - Rockin' K.K N11 - DJ K.K N12 - Condor
NEW PORK CITY K07 - Porky's Theme K09 - Unfounded Revenge / Smashing Song of Praise K08 - Mother 3 Love Theme K10 - You Call This a Utopia?! K05 - Humoresque of a Little Dog K01 - Snowman
MARIO BROS. A17 - Mario Bros. Q02 - Gyromite Q01 - Famicom Medley Q13 - Power-Up Music Q14 - Douchuumen (Nazo no Murasamejo)
FLAT ZONE 2 R04 - Flat Zone 2 Q04 - Chill (Dr. Mario) W14 - Flat Zone (Melee)
PICTOCHAT R02 - PictoChat R10 - Mii Channel R11 - Wii Shop Channel R15 - Brain Age: Train Your Brain in Minutes a Day R16 - Opening Theme (Wii Sports) R17 - Charge! (Wii Play) R13 - Shaberu! DS Cooking Navi R06 - Lip's Theme (Panel de Pon) W20 - Dr. Mario (Melee)
HANENBOW R03 - Hanenbow Ambience
SHADOW MOSES ISLAND S06 - MGS4 ~Theme of Love~ Smash Bros. Brawl Version S02 - Encounter S03 - Theme of Tara S08 - Battle in the Base 2849 S04 - Yell "Dead Cell" 4200 S07 - Cavern 5978 S05 - Snake Eater (Instrumental) S10 - Theme of Solid Snake S11 - Calling to the Night
GREEN HILL ZONE U01 - Green Hill Zone U04 - Angel Island Zone U02 - Scrap Brain Zone U03 - Emerald Hill Zone U06 - Sonic Boom U07 - Super Sonic Racing U08 - Open Your Heart U09 - Live & Learn U10 - Sonic Heroes U11 - Right There, Ride On U12 - HIS WORLD (Instrumental) U13 - Seven Rings In Hand
MENU X02 - Menu 1 X03 - Menu 2 W30 - Menu (Melee) X01 - Super Smash Bros. Brawl Main Theme
SUBSPACE EMISSARY Y01 - Adventure Map Y02 - Step: The Plain Y03 - Step: The Cave Y04 - Step: Subspace Y09 - Jungle Theme (Donkey Kong Country) Y10 - Airship Theme (Super Mario Bros. 3) Y11 - Menu (Metroid Prime) Y13 - Brinstar (Metroid) Y14 - Step: Subspace Ver.2 Y15 - Step: Subspace Ver.3 Y05 - Boss Battle Song 1 Y07 - Boss Battle Song 2 Y08 - Save Point Y16 - Ambient Y17 - Clear
VICTORY THEMES Z01 - Mario Series Z02 - Donkey Kong Series Z03 - Legend of Zelda Series Z04 - Metroid Series Z05 - Yoshi Z06 - Kirby Series Z07 - Star Fox Series Z08 - Pokémon Series Z10 - Captain Falcon Z11 - Mother Series Z16 - Ice Climbers Z17 - Fire Emblem Series Z18 - Mr. Game & Watch Z21 - Wario Z22 - Meta Knight Z23 - Pit Z25 - Olimar Z35 - R.O.B. Z46 - Solid Snake Z47 - Sonic The Hedgehog
OTHER X07 - Online Practice Stage X08 - Results Display Screen X09 - Tournament Registration X10 - Tournament Grid X11 - Tournament Match End X13 - Classic: Results Screen X15 - All-Star Rest Area X16 - Home-Run Contest X17 - Cruel Brawl X18 - Boss Battle X19 - Trophy Gallery X20 - Sticker Album / Album / Chronicle X21 - Coin Launcher X23 - Stage Builder X26 - Target Smash!! X27 - Credits T05 - Master Hand X22 - Classic Mode Trophy Castle X06 - Solo Game Clear X24 - Nothing? Z50 - Continue Z51 - Game Over Z54 - New Feature 01 Z55 - New Feature 02 Z56 - New Feature 03 Z57 - New Feature 04 Z58 - New Feature 05
This tutorial can also be used as a guide to adding similar effects to multiple textures at once, such as darkening or recoloring.
One way I've found I've been able to reduce filesize through images without losing quality of any pngs is by using this method:
If you've got a lot of images, you'll want to do this all at once. If not, ignore the bits about actions and batch.
1. First, right click your texture data in brawlbox and hit export all. This will export all of the textures in that texture data. Save them to your desired location.
2. Now open one of the images you just exported (or any image, it doesn't matter) in photoshop. I have CS5, but as far as I know, you can do this with any build. Hit "window" on the top bar and check actions. Once the actions window is opened, hit the new action icon at the bottom (looks like a page). Name your new action something like "save for web."
3. Hit record. You'll see a red circle highlighted at the bottom of the actions window. Now in photoshop, go to file> save for web and devices. At the top right you'll see file type. Set to PNG-24. There is a PNG8, I assume that this reduces filesize and quality more than 24 will. There are also other options there that can further reduce filesize. Save the texture to a new folder.
4. Hit the stop button on the actions menu. You'll now see all the actions (sans the new folder) listed under whatever you named the action. Now you can easily do this action to multiple folders at a time. Hit folder>automate>batch. At the top make sure the action you just made is selected. Under source choose folder then select the folder you exported from brawlbox. Under destination choose folder and select the the folder you exported the previous texture to. Under file naming, keep it at "document name" + "extension."
5. Hit ok at the top right of the window. you'll see photoshop opening and closing all of the textures. After its finished, you can go back into brawlbox, right click the texture data, and hit replace all. Choose your destination folder that all your new textures are in. Be warned, I've had problems with the replace all feature in the past. If brawlbox gives you an error, you'll have to manually replace the textures one by one.
Now save your work in brawlbox. Using this method, as well as lowering MIP levels in brawlbox while manually replacing textures, I managed to get a 3.829 mb .pac file down to a 3.379 mb file without losing much quality, and if you wanted to, you could record further actions such as posterization to lower the file size even more.
After far, far, far, far too long, endless delays, constant reformation of characters, a development cycle that makes Valve look like Capcom, and a fairly incredible amount of faffing about, I am proud to present to you:
Fixed a nasty glitch between ZSS and CF DDD reverted to 2.0 (we got the wrong one in 2.1) Ike DownB nerfed slightly Grab release CGs fixed once and for all
rough changelist
Falcon upB mobility 0.95 -> 0.97 Ganon upB mobility 0.72 -> 0.74 Toon link upB mobility 0.2 -> 0.35 Bowser upB mobility 0.02 -> 0.04 [CF, Ganon, TL, and Bowser upB mobilities "fixed" (reverted to what they were before, almost)]
Ganon Dair hits grounded opponents again, does not ground (kills off the top), but does not have an easy autocombo to dark dive uppercut murder rape thingy
Ness bthrow BKB C -> F, KBG 61 -> 6F [Ness bthrow rebuffed to what it was before]
New version of Samus! Including such highlights as: d-smash cancel to Bomb, moved Missile launch point's X offset closer to Samus, ICE MISSILES, slight d-tilt damage nerf, slight d-air growth nerf, roll dodges IASA on frame 40 (5 sooner), grabs buffed and sped up, b-throw/f-throw kill later, u-throw is GRAPPLE VOLTAGE (14->8 damage, heals 4%). Full data at: http://www.smashmods.com/forum/thread-2523.html
Zelda fsmash angles fixed to connect correctly
Ike Uair momentum (and gfx) changed so that it cannot infinitely stall, now waits for "button held" rather than button taps. Ike counter OHKO removed; massive hitlag and "you'll get no mercy from me" now comes every time. Power raised slightly.
Yoshi Dair momentum changed so that it cannot infinitely stall, now waits for "button held" rather than button taps. Yoshi's "DJC" has now been moved to his Egg Lay (Neutral B). You now have to use Egg Lay, which is interruptible at any time (except when he actually latches), to cancel your upward momentum.Made Yoshi's dsmash act exactly like Diddy's in stats. Also, he "hup"s every time he does his side B.
Mario Dthrow fix: KBG 0->F, BKB 50->5A (Mario can no longer CG fastfallers/heavies infinitely; most dthrow combos should still work)
Kirby Dtilt fixed
ROB Fsmash laser now no longer random; instead, charge it for 30 frames to fire the laser. ROB Dtilt can now no longer lock for as long
Ivysaur Razor Leaf "Critical Hit" now causes large graphical warning flash when it happens Ivysaur dair sleep removed on large hitbox (has slightly more knockback so it's harder to punish on hit); sweetspot hitbox will always cause sleep on grounded opponent. Sleep time reduced.
DK's barrels no longer randomly explode
Diddy, Lucas, and Ness upB no longer bounce off walls
Pikachu upB modified considerably (can no longer lock up to about 80%!!!)
"Deadweight bump" hitboxes (i.e. when you get sent flying into someone else) angle 361->autolink (they fly the same way as you do).
DDD: no more reverse waddle throw glitch
Sheik: Side tilt: Weak hit bkb 18 -> 24 (less autolinking) Up b: Landing lag back to 1x No invisibility on grab release Dash attack: Tap (not hold) A to not go invisible
Changed Luigi's side taunt to the BANG BANG, with working and synced fireballs and everything.
Diddy "get up/ledge attack = dsmash" is gone. Better bit clearing on his upB (i.e. you won't get stuck in random specialfall after getting hit as much)
MK specialfall time 60 frames->30 frames (YOU CAN DO STUFF OFFSTAGE WITHOUT DYING AGAIN!!!); Better bit clearing on his upB (i.e. you won't get stuck in random specialfall after getting hit as much)
Removed Jiggs downB IASA; healing lasts longer (15%->20%) but you can be punished on hit!
Solimar's sideB hitbox lasts 4 frames longer
Pit's SideB wind removed
Lucas's DJC removed
Added a "quick escape" option to Squirtle's side-B. Basically, you press B, and he immediately gets out of his shell. It actually has a really cool little pop upward at the end in the air, but not enough to be abusable. Was found in order to give Squirtle a tiny bit more flair without costing file space. Squirtle fixes to make him have real water hitboxes on n-air and d-smash, re-added vert momentum on up-B but only if holding B at the end, made d-tilt link better; see http://www.smashmods.com/forum/thread-2514.html for full changelist.
Snake can now move ("crawl") while in his box. Also, when he exits his box, he says "Kept ya waiting, huh?"
Marth sideB tipper, Dsmash, Bair tipper, and Fsmash tipper knockback nerfed slightly. Marth's sideB3 has SDI again
Lucario downB goes into "counter-hit" immediately, can be canceled into attack or jump very early.
So... what's new?
A lot of things. While the main Brawl- engine (complete with obscene hitstun and nutso shieldstun) and several of the more polished characters have remained intact, many of the less-polished chars have been pushed to the limits of what we can legally do without the cops pressing rape charges on us. To be honest, we do not have a full comprehensive changelist at the moment. However, a few overreaching design goals that have (IMO) been met very well include: -Improving balance. Remember 1.0 Luigi? Or 1.5 Ness? Or 1.6 Sheik and Wolf? We are confident that version 2.0 does not have any character who is so extremely broken and overpowering. We have paid specific attention to balance through extensive playtesting. -Removing overpowered gimmicks. Remember back when Wario could win by spamming fsmash? Where there was a simple strategy to win almost every matchup? Yeah, those days are gone. We have done our best to make characters deep and varied, to the point where we can safely say that there are virtually no more one trick ponies. -Making the overall graphical interface look polished. Brawl- features a custom CSS, CSPs, and battle portraits designed by master artist and lead playtester Xyless!!! This long-awaited set is Brawl- exclusive (for the moment)! -Easter eggs and hilarity. You're going to spend quite a while just finding out all the things that Brawl- has added to the old brawl- formula. It's quite overwhelming! From Yoshi/Kirby's swallow->Grab to all the new items that peach can pull, there's something for everyone!
Also, one thing I'd like to note personally... Although Brawl- is seen as the "Casual" hack, and is amazingly fun in a casual environment, I urge you to try it out in a competitive environment as well. You'll find that Brawl- 2.0 is incredibly well-adapted to competitive play, with great balance and depth. Give it a shot, you won't be disappointed.
The Team
The Brawl- development team has shrunken slightly. Many old veterans have become too busy to continue development (hence these threads asking for help in various locations) or have moved on to other projects. However, we're still rocking strong! To be honest I've gotta ask around before I list the team who worked on 2.0, because I honestly don't know how far back to go. We'll figure it out.
Character ID List(Momentum Capture) --Current Values-- Fox: 110% Captain Falcon: 80% Ness: 100% Sheik: 130% Lucas: 115% Ice Climbers: 125% Marth: 100% Pit: 120% Zero Suit Samus: 140% Dedede: 60% Lucario: 100% Sonic: 180% Global: 85% --- 00 Mario 01 Donkey Kong 02 Link 03 Samus 04 Yoshi 05 Kirby 06 Fox 07 Pikachu 08 Luigi 09 Captain Falcon 0A Ness 0B Bowser 0C Peach 0D Zelda 0E Sheik 0F Ice Climbers 11 Marth 12 Mr. Game & Watch 13 Falco 14 Ganon 15 Wario 16 Metaknight 17 Pit 18 Zero Suit Samus 19 Olimar 1A Lucas 1B Diddy Kong 1D Charizard 1E Squirtle 1F Ivysaur 20 Dedede 21 Lucario 22 Ike 23 R.O.B. 25 Jigglypuff 29 Toon Link 2C Wolf 2E Snake 2F Sonic --- Float 2048+X First Line, last 2 digits are byte count(+4 per line/character).
Includes Brawl- 2.0, Xyless's CSS/CSPs/CBPs, additional gcts for Riivolution and Stack Smash (along with the stack smash stage; to use stack smash, just locate and rename the folder "st (use with stack smash)" to "st", and rename the stack smash GCT to "RSBE01.gct"), and the best wishes of those of us who have worked hard to make this the best hack ever released.
What do we have to look forward to?
Parallel NTSCJ and PAL releases are also nearing completion, which should allow for wifi between different regions with no desynchs, and at the very least for all regions to play Brawl- 2.0! Special thanks to StandardToaster for being our code master on the project. 2.0 is probably not going to be the last Brawl- release, but it will probably be the last official release for the next while. So playtest the **** out of it, and figure out where there's still room to improve, and get back to us... for Brawl- 3.0.
But for now, just get the **** out there and PLAY SOME [censored] BRAWL-!!!
-quoted from BPC, here is the swf thread: http://www.smashboards.com/showthread.php?t=300774 -thanks to Pride for whipping up the logo so quickly xD -don't b**** at me for posting this here, I've been a member of the back room for awhile now, and we wanted to post this at KC:MM as well as SWF and AiB.
Hey you, I'm currently working on a IRC bot in #KCMM that will be able to provide assistance through a basic UI in which the user types what he needs help with... Unfortunately, I'm having trouble coming up with common problems and such, so I figured Some of you would be able to help here. As of now, it is running through me, you can join #KCMM to test it out if I'm online. eventually I'll put it up on some kind of server so it will be there 24/7
Basically its a giant help guide that will provide or link to information on every brawl topic. Heres what I have so far: on !1:TEXT:*help!*:#:/msg $chan what do you need help with $nick ? Type the number you need assistance with: 001- Getting started. 002- Brawlvault. 003- PSA. 004- Animations. 005- Stages. 006- Vertexing. 007- Dolphin Emulator. on !1:TEXT:*help*help*:#:/msg ....Help? type "help!" with the exclamation point. on !1:TEXT:*001*:#:/msg $chan Tjmsrubegoldberg's guide should be able to help you with all the essentials. http://forums.kc-mm.com/index.php?topic=12169.0 on !1:TEXT:*002*:#:/msg $chan To download a hack, click the name of the hack. to submit something click the red submit button here http://forums.kc-mm.com/Gallery/BrawlView.php You will have to be registered to submit hacks. on !1:TEXT:*003*:#:/msg $chan What kind of help are you looking for with PSA? 003A- Everything you need to know to PSA. 003B- More (GFX) on !1:TEXT:*003A*:#:/msg $chan Here are a few guids that should help: Segab's guide- http://forums.kc-mm.com/index.php?topic=1096.0 Resource thread: http://forums.kc-mm.com/index.php?topic=1337.0 Nessicary files-
on !1:TEXT:*help!*:#:/msg $chan what do you need help with $nick ? Type the number you need assistance with: 001- Getting started. 002- Brawlvault. 003- PSA. 004- Animations. 005- Stages. 006- Vertexing. 007- Dolphin Emulator. on !1:TEXT:*help*help*:#:/msg ....Help? type "help!" with the exclamation point. on !1:TEXT:*001*:#:/msg $chan Tjmsrubegoldberg's guide should be able to help you with all the essentials. http://forums.kc-mm.com/index.php?topic=12169.0 on !1:TEXT:*002*:#:/msg $chan To download a hack, click the name of the hack. to submit something click the red submit button here http://forums.kc-mm.com/Gallery/BrawlView.php You will have to be registered to submit hacks. on !1:TEXT:*003*:#:/msg $chan What kind of help are you looking for with PSA? 003A- Everything you need to know to PSA. 003B- More (GFX) on !1:TEXT:*003A*:#:/msg $chan Here are a few guids that should help: Segab's guide- http://forums.kc-mm.com/index.php?topic=1096.0 Resource thread: http://forums.kc-mm.com/index.php?topic=1337.0 Nessicary files-
I've also included cool scripts like the one that does this: 2(121302:122002:124402) 02(02@Lordnoah02) kcmmbot, #kcmm is cool 02(121302:122002:124402) 02(02@kcmmbot02) Ok, Lordnoah 02(121302:122002:125302) 02(02@Lordnoah02) kcmmbot, what is #kcmm? 02(121302:122002:125302) 02(02@kcmmbot02) #kcmm is cool
Until this is finished I will focus on IRC only. After I'll look into some kind of php shabang or something.
Take note of the PostRender event, which renders the rotation orb when a bone node is selected.
At the very end of PostRender, ghost nodes are drawn into the z-buffer for every bone. The z-buffer is cleared prior.
New display list objects are employed through GLContext.GetSphereList / GetRingList / GetCircleList. These all contain primitives with a radius of 1. Rendering to the desired radius is simply a matter of calling glScale with the desired radius.
Take note of the MouseDown event, which handles bone node targeting.
First, the currently-selected bone is tested against the mouse point.
Take note of how the 'radius' variable is calculated, scaling the orbRadius constant to the camera distance.
The GLPanel.ProjectCameraSphere method is called for the current bone. This either intersects the bone sphere or its camera-facing plane using a ray from the mouse point.
This point's distance is then compared to the bone node, and tested against the radius and the orbit ring.
If the point falls within radius: convert the point to local-space, get its angles, and test for axis snapping.
If the point falls within the orbit ring, enable orbit snapping.
If the point falls within neither, transfer to hit-detection. (We will try selecting a new node)
After snapping flags have been set, call GetOrbPoint. This retrieves the world-point that intersects our snapping plane, using a ray from the mouse point. Take note of how the normals for the planes are calculated. The point is then clamped to a distance of 'radius' from the node center.
Convert this point to local-space and store it. This will be our origin point.
Store the bone's old rotation values. These will be used for escape-key cancelling.
Part 2: If no bone is selected use hit-detection
Get depth of mouse point. If < 1 we found something.
UnProject the point to world coordinates.
Compare all bones to this point, finding one whose distance matches the node radius. (Not the rotation orb)
The MouseMove event is where the rotations are updated:
Call GetOrbPoint to retrieve the snapped world-point.
Convert the point to local-space. We will compare this to our origin point.
Create a matrix by multiplying the bone's transformation to an Axis/Angle matrix.
The Axis/Angle matrix is created by Matrix.AxisAngleMatrix, just supply the origin point and the new point.
With this new matrix, derive the resulting angles by calling GetAngles.
Subtract the bone's frame angles from the resulting angles to get the difference. Notice how GetAngles is used twice.
Truncate the difference by wrapping the degrees from >180 and <-180. This allows the angles to continually increase/decrease.
Apply the new angles by adding the difference to the bone's frame state. (I let the anim panel handle this so that keyframes are created)
Some things to watch out for:
Bone scaling may affect how these points are converted to local-space. I ditched the Quaternion method because conversion is a nightmare. However, converting a matrix to euler angles can be problematic. You may notice that the rotations look fine, but the angles are odd. This particularly happens to the y-angle.
Hey you guys, I have some questions. here they are
Unsolved: 6, 7 please contribute to 2 1. So when I updated my homebrew channel, I was unable to load it from bootmii. This is because the channel got a new ID or something and bootmii still goes to the old ID. My question is, why wasn't bootmii ever updated along with the homebrew channel, and if it was, how would I fix it? just download the latest hackmii installer and reinstall bootmii as boot2?
Solution: yeah, download the latest hackmii installer and install as boot2 (thanks Segtendo)
2. Your best HBC apps, favorite wads (keep it legal so this doesn't get locked) etc. I want to know them.
3. CSMs. My friend has a 4.2u wii and wants a Custom Menu Screen. Do I have to have a csm specifically for 4.2u? or 4.0? http://wadder.net/wiki/index.php/Mym_Repository and some of these say any wii, so will they work on any wii? 4. Someone who has stage hacking/brawlwall experience and has brawlwall, I need your help. Brawlwall crashes each time I open a stage. I have finished everything on a stage I've been working on except entry points, some item spawn points, and pokemon trainer position. If anyone can do this for me, it would be much appreciated. Brawlwall doesn't work with my stage at all. figures.
5. DOP-IOS- when I try to install patched IOS70 it starts downloading and then stops on 1/15 saying bad Hash. halp Solution: Dop-IOS is dated, use dop-mii. worked.
6. So I was editing a collision data, and I edited a few collision objects other than the first, but only the first loads. my question is, if I replace the collision data with a different one that has a few collision objects, will that fix it? or can I just import a collision data with only one (FD) and just make a new collision object?
7. I need a new motherboard/processor, fairly cheap, but fast and won't crap out on me. any suggestions? thanks for reading.
Ok, I I was modding my friends 4.2u wii for him (previously virgin), installed hbc and bootmii with no problems, but I get the following problem while using trucha bug restorer to restore the trucha bug to IOS36.
On the first try it successfully downloaded the patched IOS36, but at step one it said "failed to set revision to 0" I've seen other people having this problem who had cIOSCORP previously installed, but as I said, this was a virgin wii. I tried a few times more (probably a stupid move) and I just got this screen:
HEY, Is there any way I can add a collision data file to my stage? and if not, if one part of the collision data is attached to a model, and that model goes away will it affect the rest of the collision data that isn't attached?
and also help, i need a small (in file size) ship file that isn't corneria or or an arwing
As we all know, smashville has 5 .pacs, and you really only need one and can rename it to fit whichever time of day you like (00-morning, 01-day, 02-afternoon, 03-night, 04-late night). But, if you only use one, such as the one that is supposed to be used for day, the sky will appear the same color blue for every .pac it is renamed to. To fix this, you obviously have to download the correct .pac, and replace whatever need replacing (textures, models, etc). I've seen a lot of hacks that have the blue sky in the afternoon, or at night, and it really looks a lot better when it has the correct color sky, I hope this helps people.
here is in example: With incorrect file: With correct file:
As noted by the ever-intelligent oizen and his asshat friend, there is a dog in the second pic. Each file contains the dog, the dog is is completely irrelevant naming-wise.