I remember seeing this a while ago and now I can't find out how to do it again. I'm pretty sure you had to add something to them and then make it always stay on in PSA but I can't remember. Can anyone help me out with that?
Hey everyone! I'm back again. I've got a few questions about Link's clawshot. Would it be possible to have him have it out all the time? And if so, could you have it always extended?
I used something to update my shop channel a while ago when the 4.3 update came out. I think it was dop-ios mod or something like that, but ever since I updated it the shop gives me the 002 error whenever I try to access it. Does anyone know how to fix it?
I found a model previewer that works a lot better at showing you what your textures will look like in game. If you want it to show the textures on the model you have to open the .pac/pcs file with it. Heres the download. http://www.mediafire.com/?zdr4chm4m3pzyj7 Also, the control setup is a little different so it takes a little getting used to.
Does anyone know how to make some of the textures behave like they are environ? I've been trying to figure this out for 6 hours and have had no luck...
Is it possible to change which bones affect a certain polygon... like for example if i wanted to change one of one of his face polygons being affected by his sword bone
Table of contents(Use ctrl+f) ~ - textures `- movesets/animations @ - stages $ - music
References at bottom NOT A PAL GUIDE!
Ok so I've been seeing a lot of people lately just getting started on hacks so I've decided to make a guide to get them started. Hopefully you'll be able to use this guide to your advantage. If you have any trouble getting started don't be afraid to ask. I'll help if I can.
Anyways... first thing's first. For this tutorial, you will need homebrew! Homebrew is completely safe to use unless you use apps that alter your wii's internal memory. I won't go over how to get homebrew because it's as easy as going to google and looking for it. Now that my crappy intro is done here's the things required for hacks: - Homebrew channel - 2G SD card or smaller(anything larger isn't compatible with brawl) - Gecko OS Here - File replacement code 3.5.1 GCT Here - Recommended but not required* new gameconfig.txt here vvv
Replace the text with this RSB?01: codeliststart = 80570000 codelistend = 80580000 poke(800042B8, 60000000) pokeifequal(803E9930, 4BFECA1D, 803E9930, 60000000) pokeifequal(803E99A8, 4BFECA1D, 803E99A8, 60000000) pokeifequal(803E9D5C, 4BFECA1D, 803E9D5C, 60000000)
~ Textures Ok, now I'm going to begin assuming you already have the homebrew channel. Put the GeckoOS folder in your apps folder on the SD. When you save anything to the SD via brawl (like a snapshot) it creates a part of the folder path you need for hacks. I'll start off with textures since they are the easiest to understand. If you don't already have these folders on your SD then make them now. private/wii/app/RSBE/pf/fighter This is where the textures will go. This isn't where each individual file goes but it is where all the characters are located. The next step would be creating the folder for the character and adding the texture files inside. I'll use Mario as an example. In fighter, create a folder called mario (not all the folders are the chars names). Inside the mario folder, I would place fitmario##.pac and fitmario##.pcs. ## = color. See reference 1 for folder names and color numbers. When I test it out in brawl, the texture should appear in game. Note that the .pac file is required for transforming characters so they maintain the texture after transformation.
` movesets/animations These are basically the same procedure for textures. The only differences are the names of the files and the fact that you can only have 1 per character. Mario's moveset would be called fitmario.pac and his animations would be called fitmariomotionetc.pac. These files go in the same place as the textures. Again, see reference 1 for the names of the folders.
@ Stages Stages are a little bit different but the same concept. The path is as follows. private/wii/app/RSBE/pf/stage/melee If you're wondering, melee does not mean melee stages. It means multiplayer mode. I'll use Final Destination for this example. FD's file name is stgfinal.pac. Some stages that are ported over others require .rel files to be used. They go in private/wii/app/RSBE/pf/module The stage name is the same but there is a slight difference. FD would be st_final.rel. See reference 2 for stage names.
$ Music Again, same basic concept but a different path and file name private/wii/app/RSBE/pf/sound/strm All I can say is use a reference for this... not much else going on. Use reference 3.
This ends my little guide for you people who are getting started with hacks. Remember... If you have any questions, feel free to ask and I'll get as soon as possible. References 1. folders
Quote from: Falco400/SMK Captain Falcon: captain King Dedede: dedede Diddy Kong: diddy Donkey Kong: donkey Falco: falco Fox: fox Mr. Game & Watch: gamewatch Ganondorf: ganon Giga Bowser: gkoopa Ike: ike Kirby: kirby Bowser: koopa Link: link Lucario: lucario Lucas: lucas Luigi: luigi Mario: mario Marth: marth Meta Knight: metaknight Ness: ness Peach: peach Pikachu: pikachu Captain Olimar: pikmin Pit: pit Ivysaur: pokefushigisou Charizard: pokelizardon Pokémon Trainer: poketrainer Squirtle: pokezenigame Ice Climbers: popo Jigglypuff: purin R.O.B.: robot Samus: samus Sheik: sheik Snake: snake Sonic: sonic Zero Suit Samus: szerosuit Toon Link: toonlink Wario: wario Warioman: warioman Wolf: wolf Yoshi: yoshi Zelda: zelda Green Alloy: zakoball Yellow Alloy: zakochild Blue Alloy: zakogirl Red Alloy: zakoboy
I'm trying to use the stage roster expansion code but the game freezes at the SSS whenever I choose one of the newly added icons... right now I've only added 5 of the 15 I can so I don't know if that's the reason or not... to my knowledge, none of them need any .rel files because none of them came with one. Here's the codes im using.
Can someone help me get the song titles right? I've tried getting it to work many times but I've failed every time. The game always freezes after the strap.
I'm just wondering... is there anyway i can make the characters that use multiple polygons for their face to show their expression the same or do i have to edit every single one of them for it to look right in game?
I've decided I wanted to learn how to to make stages but from scratch kinda like how the kcmm club stage is here and stuff like that. I can figure out how to do my own animations and stuff but I would really appreciate it if someone could tell me how to make a custom stage from scratch because I looked and I couldn't really find anything at all on it. All I found was how to alter the stage collisions.