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1  Help & Tutorials / Stage Tutorials / Swapping Stage backgrounds on: December 03, 2009, 08:25:08 PM
Swapping Stage Backgrounds

A while ago I found that you can actually swap backgrounds, but the textures mess up.
Messing around for about 2 hours I've found out how to fix this and today i'll teach you how.



Things needed:
Brawlbox .60
Stage .pacs

STEP 1
Open Brawlbox .60
Open Up the .pac for the stage that contains the background.
Extract the model data as a .brres.
Extract all the textures and images.

Go into the stage you are editing and swap the background models (often ___enkei).


STEP 2
Save the file.
Find the .brres folder for the textures.

Go where you extracted the images, count how many images there are.
If an image isn't a part of the background, ignore it.

to find out see here:


Now, add the textures

and rename them to suit the filenames.

DONE!
2  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Untouch's Texutres - Volcanc Green Greens on: November 30, 2009, 07:05:16 PM
Yes sirs.
I've changed the BG.


Other stuff I've changed is that he spits out snakes 'nades.


http://www.mediafire.com/file/tmgmvj3dezz/STGDXGREENS.pac
The file is big, it still works.

Other pics:
3  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Menu Editing on: November 06, 2009, 04:02:06 PM


 Awesome Face

Discuss.

Haven't made a csp, i'll make 1.
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Changing Articles on: October 21, 2009, 01:22:00 PM
<a href="http://www.youtube.com/watch?v=JGs2JHo3bak" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=JGs2JHo3bak</a>



Not much can be said on how to do this but it's difficult.


You can't edit them with PSA, you need Hex Workshop.
I'll write a guide when I know more.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Changing built in codes? on: October 03, 2009, 10:26:33 PM
Basically when the developers created brawl, they decided to be jerks and instead of putting some codes in the .pac, theyre built in.


For example, the ability to lower HP.



Any way you can change these?

I'm pretty sure there is as PW found a way to change what character zelda turns into.
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Newcomer - Mr L - FINISHED! on: September 27, 2009, 06:08:37 PM


http://www.mediafire.com/?nukwnn4ghz4





Sample
<a href="http://www.youtube.com/watch?v=tdFFUJzMc5g" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=tdFFUJzMc5g</a>





MOVESET


B Down - Ground Pound
It's basically the same as Bowsers B Down.

B - Green Lightning
L charges up power and releases a thunderbolt, the more you press B the more damage it does.
The max i've been able to do is 18.

B UP - Jetpack
I've always thought of Mr L as a techy guy so I gave him a jetpack, if you press B he hovers up, the attack doesn't last long, after the attack finishes the jetpack will explode and do damage to characters around.

Side B - The Guns - L rolls into a ball and whips out his finger guns and shoots once. The attack has a big knockback but does minor damage. Sometimes the attack will do 27, this I can't change. The roll attack trips.


Final Smash - L Missle - Using dimentios magic, L turns into a missle and flies, if he is stopped he will explode with a huge radius that has a big knockback and does lots of damage, if you miss, you'll go off the screen.

A UP - Nothing much has changed, there is less knockback but fire particles created for easier juggling.

A Tap - Nothing Changed
3rd A Tap - Fire Jab that has low base knockback, but bigger increasing knocknack.

A Down - Same as Luigi's Previous, but weaker and faster, attack hits 3 times.

Side A - Now uses Luigi's previous 3rd A tap, since luigi had 3 attacks depending on how you tilted the joystick, I have taken advantage of this.
TITLED UP - Thunder - Not as much knockback, shield breaking move.
NOT TILTED - Plain - Bigger Knockback
TITLED DOWN - Fire - More Damage

A Air - The same, more knockback and damage, less spamable and moves luigi slightly forward.

A Down Air - Faster
 
A Forward Air - Added a sweetspot with a spike.

A Backwards Air - Added a sweetspot.


Other Changes
MR L can jump higher.
L is a tiny bit slower.
More air mobility.


Thanks for reading Smiley
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Brawl Lanuage to PSA? on: September 26, 2009, 08:11:48 PM
Basically everything you can do in ocarina you can do is PSA. (That's related to characters.)


Is there a way to read the Brawl Language (Not sure what it is called) and convert it to PSA/HEX?
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / New Project - MR L on: September 24, 2009, 07:21:57 PM
Not sure if anyone has done this yet so I will.


B MOVES
UP
Power Jump
Mr L curls Up and releases in a high jump
OR
Rocket Pack
Like R.O.Bs UP B

B
Green Lighting
L makes a small lighting bolt infront of him, the longer you hold the bigger it gets. (MAYBE)

DOWN
Buttstomp
Like Bowser's Down B

SIDE
Haven't thought of 1.



Able to jump a bit higher.
A bit slower.
Attacks will have stun and thunder effects.



Thanks.
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Kinda important discovery found on: September 24, 2009, 02:14:25 PM
Just found out how events are organized.

Lets take 0B010100


0B - Event Type (I think)
0B - seems to be body
1F - seems to be item
1A - Camera
21 - Flash Effects
12 - Variables
11 - Graphics
10 - Article
0A - Sound

01 - Sublist
01 - The number of Sub Actions
00 - Not sure.


That's basically it.

Thoughts?
This means they aren't actually just random numbers.
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Challenger Approachng - Shadow Marth! on: September 15, 2009, 08:09:29 PM
After about 3 weeks I've finnally finished shadow marth.





DOWNLOADS
http://www.megaupload.com/?d=0AVUIGGT


VIDEO

<a href="http://www.youtube.com/watch?v=g_UOoHGv_18" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=g_UOoHGv_18</a>



Basically shadow marth is marth with darkness type attacks.
Almost all of his attacks have been changed.



B ATTACKS
Standard B - Dark Magic - Marth summon's a ball of darkness, this ball has mild knockback and attacks fast for 1 - 12 damage.

UP B - Hover - Marth dissapears and hovers upwards, like snakes UP B.

SIDE B - Duo Slash - Marth attacks twice, one attack stops the character for a bit and does 5 damage, the second attack has a huge knockback, moves vary in the air/on the ground.

DOWN B - Surprise Attack - Marth jumps into the shadows, for a bit he is invulerable, after a bit he lunges out of the darkness.

FINAL SMASH - Corruption - Shadow Marth calls forth the power of the shadows to corrupt the players on the field. The attack does mild damage but freezes characters for 10 seconds.

A ATTACKS
A - For this attack i've sped it up really fast, holding A goes to attack12, then to attack11. This attack is great for comboes.

Side A - This attack is slower, but attacks with 3 projectiles that do 3 each.

Up A - This attack has very minimal knockback, it has a bigger hitbox and afterwards, characters at the tip of Marth's sword will get extra damage.

Down A - This attack hasn't changed much, i've changed the animation and the knockback.

A DASH - This attack has a huge knockback and deals huge damage, the fallback is that it is really slow and leaves marth vunerable if you miss.

A Air and A Air up have been sped up 2x, but damaged lowered.

A Air Down is no longer a spike attack, i've sped it up though.

A Air Forward is now Marth's spike attack (seems more suitable).

A Air Backwards hasn't changed except for the flag. (couldn't think of anything).

All the S3 A attacks now can be interrupted faster for combos.


OTHER CHANGES
Marth now has a glowing purple sword.
Marth is a lot slower.
Marth jumps lower, but has better air movement.
Marth's entry has been changed.
Marth's A taunt is now his old taunt.



Basically that is it.
Anyone wanna give me ideas for a next project?
11  Super Smash Bros. Brawl Hacking / Attacks and Animations / 3D brawl on: September 10, 2009, 05:01:19 PM
<a href="http://www.youtube.com/watch?v=PgyrFvv2SIQ" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=PgyrFvv2SIQ</a>


This is not fake.  Happy Face


Anyone know where this is used?

12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Action Ids on: September 10, 2009, 02:54:28 PM
Since I am a very kind person I am taking the liberty to find some actions.



A = Jump (low)
B = Jump (high)
C = Jump (air)
D = CRASH
E = Landing (Light)
F = Landing (Heavy)
G+ Cannot be used.

0 = Unfreeze Ground (has to be if animation end)
1 =Not sure
2 = Not sure
3 = Slight Jog
4 = Dash Graphics
5 = Same as 4
6 = Switches Facing Direction
7 = Same as 6
8 = Huge Slide
9 = Not sure
10 = Up B Ending (to prevent another use of up B)
11 = Duck (Down)
12 = Same as 11
13 = CRASH
14 = CRASH
15 = Landing (Light) (Why'd they make 2?)
16 = Landing (Heavy)
17 = Landing (Very Light)
18 = Not Sure
19 = Landing (Heavy)
20 = Backwards Roll
21 = Same as 19
22 = Freezes in a Ninja state (Same graphic for the ItemLegsWait)
23 = Same as 22
24 = Glitchy Event (Chances are it's ItemKick)
25 = A
26 = Dash
27 = A Tap
28 = Ganondorf's Alternate Side A attack
29 = Down A Tap
30 = Side A
31 = Same as 30.
32 = Same as 30.
33 = Landing of some sort.
34 = Grab attempt.
35 = CRASH
36 = Stronger Grab
37 = CRASH
38 = Grab (Switches Directions)
39 = CRASH
40 = Grab Slide (If a character escapes).
41 = Grab Escape
42 = CRASH
43 = Grab Slide (Smaller)
44 = Not sure
45 = CRASH (WHY ARE THERE SO MANY GRAB ACTIONS)
46 = Fall (lol)
47 = Fall (softer but still hard)
48 = Fall (a bit harder)
49 = Fall (Back)
50 = Laying Down (lol)
51 = Ground Recovery (Slowly Crawling up)
52 = Ground Recovery (Roll Foreward)
53 = Ground Recovery (Attack)
54 = Slip Recovery
55 = Fall (Heavy)
56 = Shield Break
57 = Shield Break Fall
58 = Same as 57
59 = Same as 57
60 = ???? Seriously wot
61 = Roll
62 = 3D BRAWL!!!!!!!!!!!! (CHARACTER MOVES IN THE BACKGROUND AND YOU CAN MOVE HIM!!)
63 = Walljump
64 = Roof Hit
65 = Wall Hit
66 = Same as 64



Finding more ATM.


EDIT:

Turns out all the Dodge (Airs aren't dodge air, thats my subaction im using.

Oops.
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Attack charging found on: September 08, 2009, 04:29:10 PM
 Awesome Face
 Awesome Face
 Awesome Face
 Awesome Face
 Awesome Face Awesome Face Awesome Face Awesome Face Awesome Face


Surprised no ones found this yet.
Anyways I've found out how to charge attacks.

You want to use variables.
Infact, you want to use a random access float variable.

To add one, put in the event 12060200.
Leave value where it is.

Variable set to random access float.
Add a number 150+ (this'll stop conflicts).

In the "charge" subaction add the event 12070200.
Change value to how much will be added.
Change variable to the previous variable.

Now.
If you want the variable to increase damage.
It's simple.

Make a hitbox, in damage change value to variable, then add the variable  Awesome Face


I'm messing around with this right now, I think i've found how to max out the charge.

ENJOY, I know I will Cheesy



EDIT: The event set float variable( changing the value to 0) changes the "charge" to 0.
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / A way to damage yourself somewhat found on: September 07, 2009, 07:30:11 PM
While looking through GNW's .pac I found what damages him in his SIDE B (if you get 1).

Problem is, it only works in his side b.
 Oh shi~

How you damage yourself is add a float varible set, the first parameter is scalar, to how much you want to hit.
The second is random access float 4.


but like I said, for some unknown reason, it only damages in any of his side B attacks.


Anyone wanna try and find anything with this?
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Untouch's list of events on: September 03, 2009, 11:15:32 AM
Due to the fact I am making a topic for every event I find, I have decided to make a topic for all the events people find.


BIG LIST OF EVENTS


Format

Event

Event Description
Parameter: Parameter Description


10040200[/u]
Article Property
Parameter 1: Article
Parameter 2: How the article is changed. Not sure what this can do yet. (this might be used for G Dorfs sword)


10000200

Another form of generate article this event only.
Parameter 1: Article
Parameter 2: (boolean) This event only? (True = yes)

11031400
This event adds a glow to swords, only some characters will work, the rest will crash. ( , , , ) (event goes in GFX)
Parameter 0 : Colour There is a set amount of colours, find them in the subactions.
Parameter 1 : Blur Length The length of the glow.
Parameter 2 : Glow Starting Point (bone) The bone that the glow starts at.
Parameter 3 : Offset Not 100% sure which offset it is though.
Parameter 4 : Offset Not 100% sure which offset it is though.
Parameter 5 : Offset Not 100% sure which offset it is though.
Parameter 6 : The bone that the beam follows. hard to explain, but if this event is set to marth's foot, the glow will follow the angle of marth's foot.
Parameter 9 : Length The length of the glow.
Parameter 12 : This event only? (boolean) Decides if the glow will stay on all events.
The rest are unknown

11050100
Ends the sword glow.


1A070100

Changes the camera focus to the last character (for example, if there are 4 players, the focus will be player 4.
Parameter 0 (boolean): Starts/ Ends the event (True = ends, false = starts)


0B020100

Makes the character invisible.
Parameter 0 (boolean): Starts/ Ends the event (True = ends, false = starts)


0C250100
(found by finalsorariku
Deletes the "tag" (P1, CPU)
Parameter 0 (boolean): Starts/ Ends the event (True = ends, false = starts)


0B000200

Adds or deletes a part of a model for 1 event.
Parameter 0 : Model Number
Parameter 1 : Create/Destroy Creates or destroys the model, sometimes, when destroying it will change the model (0 = Create, 1 = Destroy)

0B010200[/u]
Adds or deletes a part of a model until it is recreated/destroyed.
Parameter 0 : Model Number
Parameter 1 : Create/Destroy Creates or destroys the model, sometimes, when destroying it will change the model (0 = Create, 1 = Destroy)


0C060000
Gives the character final smash variables but doesn't ACTUALLY use the final smash, the character will be able to use it's B attack but still have a glow, this allows use to use FS only articles and graphics, the character will need to get a smash ball for it to work, this event is HIGHLY unstable and often results in crashing.

1A000100
Shakes the screen like an earthquake.
Parameter 0 : Effect  The parameter determines how the screen will shake.
0 = Very light shake, this event only
1 = Rough shake, this event only
2 = Slow shake, this event only
3 = Huge shake, all events.



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