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1  Super Smash Bros. Brawl Hacking / Programming / Re: [8/1/14] The New File Research Thread | New video series on SSE files! on: October 25, 2014, 03:21:04 PM
I would love to try making a PSA command for spawning an enemy if you figure this out Sammi
2  Super Smash Bros. Brawl Hacking / Programming / Re: [5/16/14] The New File Research Thread | Breakable Blocks! on: June 24, 2014, 03:51:29 PM
Sammi if you can get me 5-10 different GFG1 files of different sizes ill try to figure it out.
3  Super Smash Bros. Brawl Hacking / Programming / Re: AI questions on: June 10, 2014, 01:35:54 AM
Bero, KingClubber, and I figured out how every single AI file works, and I wrote a program (leveleleven, unreleased) to edit them, and Bero wrote AIScriptPad. You can edit pretty much 80% of the games AI code now, with the remaining 20% being scattered in ASM in the game itself.
4  Super Smash Bros. Brawl Hacking / Programming / Re: AI questions on: June 05, 2014, 12:27:24 PM
placebo. The game never uses a constant greater than the one used for level 9's in the AI coding, and it clamps values between the ranges it expects when it uses the difficulty value.
5  Super Smash Bros. Brawl Hacking / Programming / Re: Problems with hackless wii users for wiimm's custom server connection on: June 05, 2014, 11:17:43 AM
XD GCT's can have way more than 256 lines of code.
6  Super Smash Bros. Brawl Hacking / Programming / Re: Problems with hackless wii users for wiimm's custom server connection on: May 28, 2014, 01:41:54 PM
Ill look into this.
7  Super Smash Bros. Brawl Hacking / Programming / Re: [5/16/14] The New File Research Thread | Breakable Blocks! on: May 28, 2014, 01:32:48 PM
Most likely for the collisions, there is some info that ends up pointing to the hitbox data somewhere.
8  Super Smash Bros. Brawl Hacking / Programming / Re: AI questions on: May 28, 2014, 01:31:00 PM
That code doesn't do anything.
9  Super Smash Bros. Brawl Hacking / Programming / Re: AI questions on: May 27, 2014, 04:41:21 PM
What do you even mean by level 16 CPU hacks?
10  Super Smash Bros. Brawl Hacking / Programming / Re: Expanding Tracklists... is it possible? on: May 25, 2014, 08:38:31 PM
Probably not. I don't even know what causes that or if I can fix it.
11  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox, To Maya, and BACK! on: May 20, 2014, 12:22:40 PM
Psssh, Unity, more like, UE4 amirite?

Anyways, all bugs in this are fixed, just need to merge it into current BrawlBox
12  Super Smash Bros. Brawl Hacking / Programming / Re: Expanding Tracklists... is it possible? on: May 20, 2014, 12:20:13 PM
I got this working on python 3
Will update soon and make another video.
13  Super Smash Bros. Brawl Hacking / Programming / Re: Expanding Tracklists... is it possible? on: May 14, 2014, 08:30:32 PM
I'm gonna stream updating this for python 3 and then testing it!
14  Super Smash Bros. Brawl Hacking / Programming / Re: Expanding Tracklists... is it possible? on: May 14, 2014, 10:47:06 AM
http://opensa.dantarion.com/wiki/BrawlDJ

I did this 3 years ago now....its amazing
15  Super Smash Bros. Brawl Hacking / Programming / Re: [5/3/14] The New File Research Thread | Moving Collision Objects on: May 13, 2014, 03:54:22 PM
If you specific a memory offset, add something like "vBrawl P1 training mode" to let people know how you got them. Those should be the pretty constant.
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