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16  Help & Tutorials / A/A Tutorials / how to make a character pass through/ghost through soild platforms on: March 28, 2013, 07:07:53 AM
like fox does if you do his final smash and there is an impassable platform on the way to the top of the stage

the events are:

set aerial/onstage state 0-0 or 08000100 with the value 0
09000100  with the value 2

I think it persists until the subaction ends (its been a while since I've fiddled with it) and I did not test this on the ground (if anyone wants to try feel free)

This could be good for shadow cat (from x men) or someone who teleports

17  Help & Tutorials / A/A Tutorials / how to generate random numbers for use in your PSAs (including as damage values) on: March 27, 2013, 12:46:35 PM
I've been meaning to post this for a while, but here is how you really do random number generation and thus luck:

the "function" or whatever you call it 12090300 takes 3 arguments

the first 2 are floating point numbers, param 0 is the min number, param 1 is the max, param 2 is the variable to store the result in. I'm not sure if its includes the endpoints or not: since its a number with a decimal, its hard to know.

this gives you a random floating point (scalar) number.

To assign this to a hitbox damage value,

1. Run 12090300

2. use basic variable set and set a basic variable equal to the stored result from 12090300. (Meaning if you used LA float 150 as param 2, set LA basic 150 [for example] equal to LA float 150) This gives you an integer value of what you had before (ex: 3.3 becomes 3)

3. generate your hitbox with the offensive collision button (not tested on special offensive collisions, but it might work), set the damage value to whatever you want (it doesn't matter)

4. use change hitbox damage with the basic variable from step 3 as your damage value.

A sample file wil be coming as soon as I can get gamefront and media fire to stop glitching
18  Help & Tutorials / A/A Tutorials / Re: [Tutorial] How to do a "Special Grab/Throw" with Module! (Experts Only! BetaTut) on: March 27, 2013, 12:20:58 PM
Can you post a video of the results of what you can do with this (meaning a sample move), I'm still confused as to what you get when your done...
19  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: looking for feedback on [a] Jedi Commander on: September 07, 2012, 04:24:03 PM
its done
20  Super Smash Bros. Brawl Hacking / Attacks and Animations / looking for feedback on [a] Jedi Commander on: September 02, 2012, 07:19:07 PM
99.9% of glitches have vanished now that its over marth instead of snake! Yay!

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=28695&Moderated=All&facebook=true

[a] jedi commander joins the brawl


I want to try to improve this project, so feel free to try it and post suggestions compliments ect

edit: sorry if I'm in the wrong section
21  Help & Tutorials / Help / I want to use a skin that I dled ages ago in a psa, but I don't know who made it on: August 21, 2012, 06:52:19 PM
I found it!!!!

This can be locked now.

Locked at the request of the OP.
22  Super Smash Bros. Brawl Hacking / Model Imports / silver phoenix dragon over pit beta released on: May 06, 2012, 05:24:24 PM




http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=17627&Moderated=0

More description can be found in the link above

I take no credit for the parts of this model! I merely combined and imported them.

what do you think?
23  Super Smash Bros. Brawl Hacking / Model Imports / valkyrion the magna wariror (beta version) my 1st import on: April 30, 2012, 11:34:25 AM


slight update:


fixed a texture


I just started doing this 2 days ago, so I'm not perfect...

PSA coming soon

edit: props if you know where its from

edit2: anyone want the model?
24  Help & Tutorials / A/A Tutorials / tutorial: accessing some assist trophy projectiles consistanlty (video inside) on: April 26, 2012, 06:59:46 PM
I'm sorry that I put this in the wrong section!

importing assit trophy projectiles show case


I'm sure I'm not the first to do this, but anyway. So I thought I'd share this trick I found to get acess to some assist trophy projectiles constantly:

1. Extract system/common3_en.pac from your brawl iso [skip this if you already have this file]

2. extract the 2 files in items/[item folder name here] ex: items/jeffpencilrocket from your brawl iso

3. open up common3_en in brawl box and find the file for the item item that you want to replace in itemcommonbrres ex: itemcommonbrres/Itmtoonlinkbombbress

4. replace that file with the file ending in brres that you extracted from the assist item earlier.

5. Repeat steps 4 and 5, but check the folder itemcommonparam and use the other file (the file ending in param) and save common3_en.

6. Use your modded common3_en file in your next game of brawl to test it (I don't do this on a wii, so I don't know how you get the new data back to brawl if that is your method) the item you replaced (toon link's bomb in the example), should now be the new item.

NOT ALL COMBINATIONS WORK!
25  Help & Tutorials / Help / gecko code help *button activator related* on: January 16, 2012, 04:58:57 PM
So I'm trying to set this code to a button activator as part of a project:

4A000000 90180F08
14000054 04000000
E0000000 80008000

The code forces a specific assist trophy to spawn when an assist trophy is used, but I want it to only be aplied if you use a trophy while B is held down. Basically, I want this code set to an activator.

I've tried copy & pasting the acitvators from other codes, no luck there.

Normally I have experience with this stuff from hacking GCN AR codes and such, oh well.
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