Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages: [1]
1  Help & Tutorials / Help / Re: A bunch of questions about our limitations in regard to hacking... on: February 12, 2013, 02:48:32 PM
I had planned to make Swordmaster/Lyndis PSA with KJP and Tormod, but since Tormod faded, we were left with no animations. So I wish you good luck. Smiley

Is it one of these by any chance?

lyn in brawl (some animations and so

Brawl Hacking with EMC Part 2: Lyndis


Lyn PSA's are hard to come by compared to other PSA's. What sort of moveset did you have in mind btw?

Just because Smash 4 is a Smash game doesn't mean we'll be able to hack it. Nobody's even gotten into the WiiU side yet. It'd be better to start now in Brawl, since we actually know stuff about it.

Any "engine modifications" are really just gecko codes. The engine itself isn't actually being modified. You can Use Mewtwo2ooo's GCT tools to look inside the Project M code .gct so you can study them. It IS possible to get the codes working on Dolphin on ISOs, but even then you can't "inject" codes into an ISO.


Alright, thanks for the heads up. I know you can get Project M working on Dolphin, I just figured you can't just modify the data in the ISO to make it work like you would for any other hack.

Also, I'm sure we'll be able to hack Smash 4, just like we can for Brawl and Melee, and 64, in fact I'll even gamble we'll have more options available to us. There's nothing pointing to the idea that it won't be possible. The 3DS remains unhacked because of the low demand for doing so, and likewise for the WiiU which just came out. Hacking those consoles now will do more harm than good really. But as technology improves, modding and hacking hardware and software become easier and easier to do.

Just my two cents is all. Anyway, thanks for the replies.
2  Help & Tutorials / Help / Re: A bunch of questions about our limitations in regard to hacking... on: February 12, 2013, 06:08:11 AM
Ok, excellent. As long as it's entirely do-able without starting from scratch it's cool.

On the HP, Smash Bros. has Stamina Matches. You could just start from there. The idea is to keep the added knockback from lower health, but make the game primarily focus on standard HP based combat.

Anyway, this is just an idea I'm fiddling with. First and foremost, I should focus on getting the Lyn PSA to work as I want it to to get my feet wet. Also, it's possible I wait for Smash 4 before I do any REAL work, if anything, the HD models of the game will mean nicer eye-candy. I don't like how ugly some PSA's can look even if a lot of effort is put into them, and a lot has to do with the Smash engine itself. Also, the WiiU controller gives more buttons to fiddle with, of course whether we can map them or not is a different story.

Anyway, thanks for the answers, it certainly gives me more direction and an idea of what's possible, it's good to know that more than what I thought is do-able.

Also, so the Project M coding functions through Gecko OS, so that means it's not possible to fiddle with the code provided by them with an ISO and WiiScrubber? I know the character models and movesets are there, but I mean the actual Engine modifications.
3  Help & Tutorials / Help / A bunch of questions about our limitations in regard to hacking... on: February 11, 2013, 06:49:23 PM
I'm not entirely sure if this thread belongs here as I noticed we're not allowed to ask for help here, but then again, I'm not really asking for help, I just have some questions about a bunch of things. So here goes...

First and foremost, the counter gimmick here (being input sensitive) and the idle animations with a sheathed sword, how impossible are they?


The Moves:

Specials:


Standard B: Counter


As I said, the best counter in the game, it comes out much faster than Marth's however, the timing is a bit more tricky, you have to be skilled in order to use this. Like all counters, she's invincible when DOING the counter. Also, in addition to using this technique, you have the opportunity to follow up with one of 4 commands, each one doing something different.

-Not doing a command will cause her to parry her opponent's attack and leave them open to a counter attack, she sets them up at her sweetspot, but does practically no damage doing this (1%-2%).

-Pressing A right after she counters her opponent's attack will cause her to counter attack with a rapid slash, it does decent damage (13%-17%) and knockback allowing you to pursue your opponents.

-If you instead choose to press B, Lyn will vanish and appear behind her opponent and slash them with a powerful slash, this is a very quick move, however, the slight delay does allow your opponent some time to block if they see it coming, this is where the mind games come in as this is MUCH more powerful attack than the A variation, doing 16%-21% damage and very good knockback, still not quite a killing move, but at high damages it just might earn you a KO.

-Your final option is pressing Jump and any direction (or no direction), with which Lyn will vanish and reappear a short distance away in the direction you pressed. She doesn't cover mush ground with this, but enough for evasive maneuvers. This is essentially her defense against Powerful Ranged Attacks and Explosives, but it can also be used for mind games.

Now, in addition to all this, whiffing Lyn's counter has less delay than Marth's, Peach's, Ike's or even Meta Knight's. This is done due to how tricky the timing can be on it (about as tricky as Hakumen's drive), but she's still open to a counter-attack from quick attacks. Also, her counter works on everything from attacks to projectiles to command grabs (like Bowser's Side B), not Normal Grabs (Z/Shield+A) though.





One more thing, being a Battoujutsu user, she always has her sword sheathed when running, jumping, crouching, etc... The only times she draws it are when she attacks. That is the premise behind Battoujutsu. Her "ready stance" would look something like this:

Also, her focus is on quick speed and fast combos, meaning her jumps barring her U+B are a bit shallow compared to Marth (I would say similar to C.Falcon, but with Fox's falling speed), however her attack speed and running speed are much greater. She does more damage at closer ranges, given that her focus is all about running up and getting real close to do combos. However, her range would be greater than Meta Knight's as she's not about SPAM/Trapping combos, but rather more about fluid and fast, Guilty Gear style combos. I feel her running speed would be very similar to Fox's. Making her one of the faster characters in the game.

As I said before, she vanishes during her rolls, similar to how Slayer in GG vanishes during his dashes, this adds to her unpredictability. She has some of the fastest attack speed in the game, and the fastest running speed out of all the sword users. She has fast fall speed, and about as much jumping height as Marth. She mostly excels on the ground, as her aerials are rather weak compared to other sword users, except for her Dair which makes for mad combos. Also, Takamaru and Lyn are the only sword users who can deflect some projectiles by slashing at them with their sword, this especially helps Lyn a bit who's most vulnerable to ranged opponents.



Is it possible to modify command inputs for attacks? And on that topic, is it possible to ADD moves to characters with commands? Like say I wanted to add Air Dashes to all characters by having a SMASH (Left or Right)+Air Dodge input= Air Dash, what about High Jumps by pressing Up+Jump. Or taking one of the free Jump buttons and making it a new attack button? Or having two different Blocks, the traditional, block EVERYTHING shield, and an arcade fighter Hi/Lo block that merely reduces damage. I know this gets into modifying the engine a lot, and I'm aware it must be much more difficult, but I'm merely wondering if it's at all possible.

Also, say for example, adding Soul Calibur/Tekken-like strings to the game, where putting different commands during a certain animation leads to a different move. For example, Jap>FTilt>UTilt gives a different UTilt than if you just pressed UTilt normally. Is that doable? I know in fighter factory it is, and I also know that Project M gave Lucario some new inputs with the use of A+B.

On the topic of Project M, what exactly did they do to modify the engine as a whole? I know the source code is not public yet, but I'm still curious. I'm wondering how far we can take modding. Like, say for example I wanted to make a more traditional HP based arcade fighter using the Smash Bros physics engine and 3D models. How far-fetched is this? What if I wanted to modify all movement to make it so that your character always faces their opponent (obviously this implies yo mod the game so it can only be 1V1) so that by Tilting Backwards, your character walks back, but Smashing Backwards you character actually dashes in that directions just like in Smash, thereby offering the freedom of movement found in Smash, but focusing the fight more on your opponent and less on field control and thus giving more options to defensive characters like Heavies and Zoners.

One last thing, this relates to character models. Can we resize them? I know this is a bit of a newbie question as I'm sure we can, it seems like it'd be rather simple. But what I mean is say I wanted to make Ganondorf taller, or make Ike bulkier and more muscular. I know we use Blender to work with 3D models, and I've seen what's been done to Skyrim with blender so I'm sure we can, I sure giving ZSuit Samus for example, a more realistic and feminine frame isn't too difficult. Oh, also, what about modding the way the screen behaves? What if we wanted to have it more Zoomed on the fighters and less on the field; is that possible?

I know I asked a lot of questions, and I'm sure I'll learn the answers to them the more I dive into this. I apologize if this is in the wrong place and would appreciate if I was pointed in the right direction where I must ask these things.

Anyway, the tl;dr...

7 Questions:

-How much can we modify idles? Is it possible to have a sheathed sword that is only unsheathed for attacks?
-How far can we modify moves? Can we make them more input sensitive (See Lyn's Counter)?
-Is it possible to add moves and inputs to characters such as Air Dashes, High Jumps, and Soul Calibur-like strings?
-How did Project M modify the engine to make it play like Melee's? How can we do this?
-Is it possible to modify the Smash engine radically enough to make a totally different fighting game with the same physics? Will it be possible sometime in the future?
-Can we modify the Screen so it Zooms more and behaves a little differently?
-How much can we modify character appearances? As much as Skyrim for example?



Thanks in advance for any replies, I have a lot of ideas I'd like to work on, and I'd like to know my limitations, or if it's at all possible. Difficulty isn't a problem as with enough time I can learn all of this stuff, it just takes dedications more than anything, but if something is IMPOSSIBLE...
Pages: [1]