I don't think he is. He denied my request when I pm'd him it.
He mentioned something about it in his thread. Go read through it and try to find when he was talking about it. If not, I will definitely get crackin on your texture request for regular charizard
Hello,ShadowWolf. I have a request since I have no idea how to texture hack. With the release of Project M around the corner, I'd thought I'd update some of the textures from the brawlvault website with some cool textures. But ... there is no mega charizard x (or y) on brawlvault. So, I would specifically like Shiny Mega Charizard X. I cannot resist this blue color for blue slot:
I believe Nanobuds is making a Charizard X and Y so I would love to accept your request once they are done If you have anymore while we wait for his models, I'd love to take them
I finally decided to open up a texture thread to people who need help with them or can't do them themselves. Before anyone says "HEY SAHDOWWLF, YOU DON'T TEXTURE YOU SILLY GOOSE!"
Let me assure you that I've been graphic designing for three years and I am currently taking classes to help improve my knowledge of texturing etc. More questions may be "Yeah, well I never actually saw any textures you made before, how do we know you're legit? Do you have anything to actually show off?"
To answer that, yes, yes I do. Anyone who ever visited the SSBR Thread "Which is gone now" has seen the renders I've made to help show off a character. Here are some renders I've made from before:
or
-_Rules and Regulations_-
Requests that are being taken at the moment are: Brawl Style Imports Recolors Brightening/Redone Graphics Of Character(s) Signatures Render Of Character(s)
>Please DO NOT ask for more than one thing at a time >Please give constructive criticism and do not ridicule work of mine >Please keep spam out of this thread (No PSA questions etc) >Please do not criticize the rule heading being the color blue
You can begin requesting! And this thread isn't only for re-texturing, it's to post the progress of my own textures as well so... Yeah. BEGIN
Post Merge: November 23, 2013, 04:20:12 PM
Make Brawl Colors More Colorful and Bright Like They Should Be Thread Exclusives Click The Character Heading To Get A Download Link
Nobody, SonicBrawler Leeds the project i was only going to PSA Shadowmario but i [censored]ed up and, i lost the interrests of PSAing someone i PSAed 4 times already.
Damn, I was really looking forward to that... Are you letting anyone finish it for you?
not to insult anyone who made the perfect sonic port, but it's way too buggy to be considered reliable to be putting him over any character. If you were to put him over olimar, you would find that instead of a spintrail, he has olimar's ship. They need to fix the gfx errors before I would use that for anything other than an insanely reliable port that is compatible with the GFX errors.
The perfect sonic ports were made to port sonic completely over a new character, this includes articles, gfx etc. If you were planning to port Pacman over to another character, I suggest redoing or removing the gfx. I believe Leon Exodio made a tutorial on how to fix the gfx bugs so just ask him how. And I also suggest not using the perfect sonic port, just use the P&P.
SouthCraft: Really lookin forward to Pacman and Pichu, but I have a question that may or may not have been answered in the past. I know you gave up ShadowMario and BJ but who exactly did you give them too?
adding more costumes has already been handled by cBliss. The clone engine has to handle a LOT MORE than just managing costume flags and cosmetic textures ---- Edit:
I might stream my screen and port a character from scratch sometime soon, would anyone find that interesting?
I'm interested as well. But on certain days, I'm busy with school and other stuff will this stream be recorded as well?
These codes don't modify the pointers. Or the tables. You are looking at where the data for loading the characters is stored i think
Yeah you're right, my mistake. But I feel like the reason why it's freezing is just because the slot doesn't have its own record and result data. From the codes that we have now, can you tell us a way to improve off of this or would you prefer we figure it out on our own for learning purposes?
so techiqually, the solution is something like this: 1. increased somehow the memory and let you use the extra IDs while the module loads the rest it needs 2. you found a unused ID for a character that works (like the extra 7 unused IDs) and make sure that the problem will not repeat itself in the modules. 3. you bypass the ID error by using a statement like "is this ID is selected in CSS, do NOT load the same ID and use this instead" while the Module itself made it so only ITS ID were load and not the other ones "same" ID
or a completely diffirent thing in the codes that skip the problem completely
you said also that the P:M character modules only work with the Clone Engine. how much does the Modules relies to the other P:M codes? cause I was thinking if I could learn more about the codes and ASM and how modules works together with the code, I could try to do a stable version for Public release together with the modules thats need for it! or at least understand how to make one
Well considering that the module folder within the P:M folder is basically filled, I think it's safe to say that the module relies a lot on the codes. Plus, they also edited the sora_menu rel as well so... I think it's safe to say yes
Using the extra slots...all the ones after MarioD..they aren't really character slots. There are many tables in the games memory that assume that the character ID is below MarioD's, and the game ends up writing to random places in memory (invalid pointers) or overwriting blocks of memory, (the save data can be corrupted easily).
The places that are overrwritten aren't even constant, because they depend on whatever data happens to be after each table in memory, which in some cases, is constantly changing.
This resulted in a long period of time where PMBR members complained about random things freezing, and some people running into random freeze issues that persisted even when loading the game without codes.
These codes barely resemble the ones currently in use, we had to go about it differently, and unfortunetly, its resulted in codes that don't work without Project M modules, and modules that don't work without Project M codes.
I looked into the pointers of the codes and there so much extra space that the information can be stored.
But I thought that the problem for the slots freezing randomly was because of the result and record data not being there for the character, therefore, adds it's own information to another part of the memory which "corrupts" and or changes values of an offset that may or may not already be constant changing.
This is just a theory though, so if you were able to find an empty space for the pointer to refer to, do you believe it would work flawlessly? And since you already developed a working clone engine, how much space should people look for in order to actually make our own functioning one?
Well thats just the thing. There are no "how to learn PPC ASM" tutorials and guides.
It doesn't make sense to write a guide on how to do this stuff with 99% of the people that would read it aren't going to be able to use what I write. You HAVE to learn this stuff yourself.
My favorite example of a person that elevated himself to a skilled level is standardtoaster from the PMBR. He didn't nessesarily know ASM or Brawl hacking, but in the past year or so he has been part of the PMBR, he has learned enough to do a lot of stuff on his own. And when he does ask me for help, he knows enough about what he is trying to do that answering his question doesn't require me to do all the work for him.
As a result, almost every single code I have made recently for Project M has ended up saying [Dantarion, standardtoaster] because I can also bounce ideas off him and get help for things I may have forgotten and am not familiar with.
I don't really get a vibe like that from this site. These codes have been posted for so long now, but has anyone actually done anything with them? Has anyone even read the ASM code?
I am currently learning about ASM code and trying to figure out what can be changed and what can not, I can tell anyone here that ASM coding is [censored]ing hard to do! I used to be like everyone here... Just question why PMBR hasn't released the clone engine and just be ignorant to the fact that it took hard work. I can tell everyone right now that they did work hard, and as much as I would love to just go crazy and ask for everything, I nor anyone else has the right to do so.
Dant, you're looked up to around here for specific reasons, for one you host the website, but the second part is that you make the supposedly "impossible" possible. I appreciate what you've done for KC-MM and how you actually changed the face of hacking itself.
Sometimes, learning yourself can be a great thing, trust me I know, but most people need that little push forward so they may take off themselves. ASM Code is no joke. You can make a code and have it work, but mix it with another code and it could mess up everything.
I would say as a beginner to ASM code, to take your time on releasing your clone engine, I'm sure everyone will "forgive and forget" once they have it. I, on the other hand will learn what I can for now so maybe one day I can make something as useful as the Clone engine. Yeah, maybe it'll never happen or maybe I will get it done by the time brawl hacking is not popular anymore, but hey, I'll try anyway.
Thanks for giving us a brief rundown on things going on, it should be appreciated and not argued here.
I'm really digging Shadow over Wario, it's coming out beautifully. I would like to post some criticism though:
Same a Dmickolas said, he has to much movement in the air. I feel that Shadow should have the same stats as Sonics, but with the difference of controlling his attacks a bit more.
Final Smash looks great, but did I see Shadow taking hits and going in a damage animation? Not sure, but I like it. I would say to make him take damage, but not have the damage animation (If possible)
I also see that his hitboxes for his AAA is a bit off. One of them doesn't seem like they connect at all, but I could be wrong.
Forward Smash knockback is extremely strong and I even KO'd my friend at 65% on Yoshi's island, maybe try nerfing it a bit.
Overall, this is a great PSA and has a lot of potential. I love Shadow, but tbh, I feel that he is too damn graphical -.- he'd fit more if he wasn't jumping around with blasts and chaos warps everywhere lol reminds me of a fairy
Dang i kinda forgot lol. but just copy the coding in the Subaction in the Squirtle ryu PSA Post Merge: November 10, 2013, 01:31:23 PMI was bored and i made this over the shadow over Wario for Leon Exodio
... Why is this so amazing to me? It looks so good lol
honestly you guys should just leave him alone and stop asking for a release date. Do u know how easy southcraft could say screw it all and not release it at all?and he's trying to make the best he possibly can so people won't complain about something that's wrong with it. just be patient guys
Words of the wise... By frozenfire98
Patience is a virtue Everything tastes better with patience Take your patience and you'll grow big and strong
Listen to the man and be patient, SouthCraft won't disappoint