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91  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Legendary cBliss Recolor Project on: August 23, 2013, 02:19:32 AM
Great stuff so far Star, I'll post something soon.
92  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Legendary cBliss Recolor Project on: August 20, 2013, 05:49:22 PM
My Post.
93  Help & Tutorials / Help / Re: How do I remove the character names from the icons on the CSS? on: August 20, 2013, 02:49:44 AM
Ok well if you want to do it the lazy way, just export the MenSelchrFaceI_TopN CHR0 from my CSS and replace it on yours.
If you really want to learn how to do it, open the MenSelchrFaceI_TopN model on the model previewer find its CHR animation then move the bone 'nameEA7' really far or shrink it.
MiscData[30] btw.
94  Help & Tutorials / Help / Re: How do I remove the character names from the icons on the CSS? on: August 18, 2013, 11:49:04 PM
So you're using a modified version of my CSS?
95  Help & Tutorials / Help / Re: Replacing stock icons for cBliss skins on: August 18, 2013, 11:46:43 PM
I don't know man...If only instructions were posted in the OP of the cBliss thread... Sad
96  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: August 12, 2013, 10:50:06 PM
From the OP:

"What to replace to use your own CSS/SSS/Result
Yes you can use your own CSS/SSS/Result with this.
Always be wary of your filesize limits:
sc_selcharacter.pac = limit 3.79 MB
sc_selmap.pac = limit 1.14 MB
Here is what to replace:
sc_selcharacter:
-char_bust_tex_lz77 [CSPs]
-MiscData[90] [StockIcons]

sc_selmap:
-MiscData[40] [StockIcons]
-PAT= MenSelmapPlayer1_TopN [On MiscData[20]] [Pattern File for StockIcons]
-PAT= MenSelmapPlayer2_TopN [On MiscData[20]] [Pattern File for StockIcons]
-PAT= MenSelmapPlayer3_TopN [On MiscData[20]] [Pattern File for StockIcons]
-PAT= MenSelmapPlayer4_TopN [On MiscData[20]] [Pattern File for StockIcons]

STGRESULT.pac:
-MiscData[120] [StockIcons]
-PAT= InfStockface_TopN__0 [On MiscData[110]] [Pattern File for StockIcons]"

...

You're obviously missing the PAT animation...

...
97  Help & Tutorials / Help / Re: Problem with cbliss - not working for Toon Link? on: August 03, 2013, 01:01:29 PM
You probably accidentally cut off the last part of the codes.
98  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: August 03, 2013, 12:14:05 PM
The original codes are unstable, it's been said a few times already  Undecided

Use my cBliss Tool to update your codes, they should not freeze after that.

Naaaaaa.
He is issue is clearly that he didn't replace ALL the costumes, it isn't the codes.
99  Super Smash Bros. Brawl Hacking / Programming / Re: ~ASF1nk's Misc. Codes~ Update: 07/31/13 on: August 03, 2013, 03:18:39 AM
what is the difference between these codes and the independant charas codes?

That they are less hassle than the other ones... Maybe?


Hey, ASF.

Do you think you could make a Stand-alone Zelda & Sheik for PSA purposes code sometime in the future?

Tried that but Sheik freezes unless Zelda is in the game.
Maybe it has to do with Sheik having an empty ef_sheik and loading stuff from Zelda's?


hey the zss and samus code is kind of funny.  Samus works fine but when zss uses her final smash she just freezes right there.

Yeah, it's supposed to do that.
It is stand-alone for a reason...

100  Super Smash Bros. Brawl Hacking / Programming / Re: ~ASF1nk's Misc. Codes~ Update: 07/31/13 on: July 31, 2013, 01:47:43 PM
ASF1NK, Is there a way to make independant pokemon to load from the CSS? and not just before loading the match? , without killing pokemon trainer (the 3 pokemon character)

The Pokemon codes should do exactly this...


all this codes are goldeen xD any chance its possible someday to rel port over GB,warioman,alloys ir the most important PT itself since he has a slot to be called on the css and all?

Maybe.

Heya, nice System Name code. I love it.

The only hiccup is that I can't seem to take snapshots anymore.

Yeah thanks. It is fixed now. =)
Please use the new v2 codes.
101  Super Smash Bros. Brawl Hacking / Model Imports / Re: Beyonds Love Temple on: July 23, 2013, 04:04:44 PM
I want you back. :<
102  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: July 19, 2013, 12:30:57 PM

It is definitely because you don't have all the costumes.

You  see every time you select or scroll over a costume which doesn't have a .pac/.pcs yet, the game throws out an error.



You can see the error at the bottom of the green letters

"File Read (DVD): Open failed"

using the FPC it will also throw

"File Read (SD): Open failed"

This most commonly happens when you open a CPU player card and the coin goes to Random.
Random will load from any costume. Even the ones without .pac/.pcs so ERROR.

It will also happen if you just happened to scroll over a costume with no files.
For example if you don't have Mario01 and you know this, but you happened to scroll from Mario 00 to 02 in the way you went by 01, so ERROR.

The game will let you go about selecting other characters and stuff, but it won't recover from that error and it will silent freeze after selecting a stage in the SSS.

Notice how in the image it says it failed at opening sonic yet I'm selecting ToonLink.

Only way to remove the error is to back out the CSS and go back in, but how would you even know if the game threw the error?

You don't.

That's why you fill up all the costumes slots before trying anything.

or wait for the next version...
103  Super Smash Bros. Brawl Hacking / Programming / ~ASF1nk's Misc. Codes~ Update: 12/5/2015 on: July 17, 2013, 02:57:35 AM
UPDATE:
12/05/15 - Added some old codes just sitting there.
07/31/13 - Fixed System Name Codes Freezing when taking a snapshot. Upped to v2.


Just random codes I come by or decide to randomly work on.

Tested codes are codes that I tested on the Wii and worked fine for me.

Somewhat Tested codes are codes that are just tested on Dolphin and/or need further testing.

Untested codes are well... untested.

Will update with fixes or new codes as needed or available.


Tested:

NEW CSS Solo Mode Single Stock Icon:

Simple code made a while back, makes it so all characters share a single stock icon in the sc_selcharacter.pac

Leave one single stock texture under MiscData[90] and name it InfStc.001 (Might need material edit in MenSelchrStock0000_TopN)
This code really helps to reduce sc_selcharacter.pac file size.
Code:
Single CSS StockIcon (InfStc.001) [ASF1nk]
046A17D4 74632E30
046A17D8 30310000

NEW CSS SRT Animation Always ON:


For some reason when making custom Character Select Screens if you wanted to have an SRT animation it will only play after you were allowed to advance to the SSS.

This code attemps it to fix that.
Here is a perfect example of the issue:
https://www.youtube.com/watch?v=OLVty0JRr1c
Notice the BG only animates after selecting mario and being able to go to the SSS.

Same CSS with the code applied:
https://www.youtube.com/watch?v=A-TiGV3HpUg

Note: this code ONLY works when the SRT animatio is applied to the MenSelchrPanel_TopN.
Code:
SRT Always ON [Sammi Husky, ASF1nk]
0468d160 60000000

Now, the SRT code has an issue where it lets you start the match with 0 players, thus freezing at the result screen.
The Fail Check tries to fix that, but it stayed on the Beta stage so it might not stop you from advancing with 0 players 100% of the time.


Code:
SRT Always ON w/ Fail Check BETA [Sammi Husky, ASF1nk]
0468d160 60000000
255e7620 00000000
2152e274 00000000
214e5bb4 00000000
2149D4F4 00000000
21454E34 00000000
054e5bb4 00000002
054e5bb8 00000029
E2100000 00000000
2152D1D0 000000FF
2552e274 00000000
66100002 00000000
2152e278 00000028
0552e278 00000029
254e5bb4 00000000
66100002 00000000
214e5bb8 00000028
054e5bb8 00000029
2549D4F4 00000000
66100002 00000000
2149D4F8 00000028
0549D4F8 00000029
25454E34 00000000
21454E38 00000028
05454E38 00000029
E0000000 80008000

NEW Clone Result Camera Fix:

These codes allow to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.


Code:
Result Camera Engine [ASF1nk]
80000000 80B29750
80000001 80586100
8A03FC01 00000000
049367D0 3CA08058
049367D8 38A56100
04936B24 3C808058
04936B2C 38846100
049367D4 380000FF

Result Camera XXChar [ASF1nk]
06586WWW 00000014
000000XX YYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

ResultCam Data for XXChar [ASF1nk]
06586WWW 00000014
000000XX YYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

WWW For vBrawl Characters (No Clones): (XX * 14) + 114 = WWW

XX = Character ID
Code:
0 Mario
1 DK
2 Link
3 Samus
4 SZerosuit
5 Yoshi
6 Kirby
7 Fox
8 Pikachu
9 Luigi
A Captain
B Ness
C Bowser
D Peach
E Zelda
F Sheik
10 IceClimbers
11 Popo
12 Nana
13 Marth
14 GameWatch
15 Falco
16 Ganon
17 Wario
18 MK
19 Pit
1A Olimar
1B Lucas
1C Diddy
1D Charizard
1E Solo Charizard
1F Squirtle
20 Solo Squirtle
21 Ivysaur
22 Solo Ivysaur
23 Dedede
24 Lucario
25 Ike
26 ROB
27 Puff
28 ToonLink
29 Wolf
2A Snake
2B Sonic
2C GKoopa
2D WarioMan
2E ZakoRed
2F ZakoBlue
30 ZakoYellow
31 ZakoGreen
32 MarioD
33 BossPackun
34 Rayquaza
35 PorkyStatue
36 Porky
37 HeadRobo
38 ridley
39 Duon
3A MetaRidley
3B Taboo
3C MasterHand
3D CrazyHand
3F BrawlEx 1
40 BrawlEx 2
41 BrawlEx 3
42 "       "


YYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000]
ZZZZZZZZ = 1st Winning animation float Value moves camera up/down.
VVVVVVVV = 2nd Winning animation float value moves camera up/down.
SSSSSSSS = 3rd Winning animation float value moves camera up/down.

Floating point to hex converter

To add new Camera data codes for new clones:
14 * (Clone#) 4E8 = WWW
XX for new entries correspond to the ID on your BrawlEx config files

So for the next 3 new entries after CrazyHand it would look like this:
14 * 1(1st  entry after CrazyH.) + 4E8 = 4FC
065864FC 00000014
000000XX YYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

14 * 2(2nd Entry) + 4E8 = 510
06586510 00000014
000000XX YYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

14 * 3(3rd Entry) + 4E8 = 524
06586524 00000014
000000XX YYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

Here are some clone examples:
Code:
ResultCam Data for 3F [Roy][ASF1nk]
065864FC 00000014
0000003F 3F800000
40E00000 40C00000
40C00000 00000000

ResultCam Data for 40 [Cloud] [ASF1nk]
06586510 00000014
00000040 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 41 [Zero] [ASF1nk]
06586524 00000014
00000041 3F800000
40C00000 40F00000
40E00000 00000000

ResultCam Data for 42 [KidBuu] [ASF1nk]
06586538 00000014
00000042 3F866666
40C00000 40C00000
40400000 00000000

ResultCam Data for 43 [Deadpool] [ASF1nk]
0658654C 00000014
00000043 3F8A3D71
4114CCCD 4114CCCD
4114CCCD 00000000

ResultCam Data for 44 [Waluigi] [ASF1nk]
06586560 00000014
00000044 3F800000
3FC00000 40E00000
40800000 00000000

ResultCam Data for 45 [Wolverine] [ASF1nk]
06586574 00000014
00000045 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 46 [Shadow] [ASF1nk]
06586588 00000014
00000046 3F7851EC
40900000 40900000
40600000 00000000


Character System Names:

These codes replace the String Name of characters in the game. [Result Screen, Replay Menu, PS1, PS2, Pictochat, etc.]
Up to 23 characters.
Use this for string values.
Fill the XX with String Values.
Last value is always 00.
Unused values set to 00.

Ex. Mario = Super Mario
Mario System Name Change v2 [ASF1nk]
04456564 817CE900
077CE900 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX
00

Mario System Name Change = 'Super Mario' v2 [ASF1nk]
04456564 817CE900
077CE900 00000018
53757065 72204D61
72696F
00 00000000
00000000 000000
00

Write = 0x817CE900 - 0x817CEDF8

Code:
Mario System Name Change v2 [ASF1nk]
04456564 817CE900
077CE900 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Donkey Kong System Name Change v2 [ASF1nk]
04456568 817CE918
077CE918 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Link System Name Change v2 [ASF1nk]
0445656C 817CE930
077CE930 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Samus System Name Change v2 [ASF1nk]
04456570 817CE948
077CE948 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Yoshi System Name Change v2 [ASF1nk]
04456574 817CE960
077CE960 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Kirby System Name Change v2 [ASF1nk]
04456578 817CE978
077CE978 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Fox System Name Change v2 [ASF1nk]
0445657C 817CE990
077CE990 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Pikachu System Name Change v2 [ASF1nk]
04456580 817CE9A8
077CE9A8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Luigi System Name Change v2 [ASF1nk]
04456584 817CE9C0
077CE9C0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Captain Falcon System Name Change v2 [ASF1nk]
04456588 817CE9D8
077CE9D8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Ness System Name Change v2 [ASF1nk]
0445658C 817CE9F0
077CE9F0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Bowser System Name Change v2 [ASF1nk]
04456590 817CEA08
077CEA08 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Peach System Name Change v2 [ASF1nk]
04456594 817CEA20
077CEA20 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Zelda System Name Change v2 [ASF1nk]
04456598 817CEA38
077CEA38 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Sheik System Name Change v2 [ASF1nk]
0445659C 817CEA50
077CEA50 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Ice Climbers System Name Change v2 [ASF1nk]
044565A0 817CEA68
077CEA68 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Marth System Name Change v2 [ASF1nk]
044565A4 817CEA80
077CEA80 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Mr. Game & Watch System Name Change v2 [ASF1nk]
044565A8 817CEA98
077CEA98 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Falco System Name Change v2 [ASF1nk]
044565AC 817CEAB0
077CEAB0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Ganondorf System Name Change v2 [ASF1nk]
044565B0 817CEAC8
077CEAC8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Wario System Name Change v2 [ASF1nk]
044565B4 817CEAE0
077CEAE0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Meta Knight System Name Change v2 [ASF1nk]
044565B8 817CEAF8
077CEAF8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Pit System Name Change v2 [ASF1nk]
044565BC 817CEB10
077CEB10 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Zero Suit Samus System Name Change v2 [ASF1nk]
044565C0 817CEB28
077CEB28 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Olimar System Name Change v2 [ASF1nk]
044565C4 817CEB40
077CEB40 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Lucas System Name Change v2 [ASF1nk]
044565C8 817CEB58
077CEB58 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Diddy System Name Change v2 [ASF1nk]
044565CC 817CEB70
077CEB70 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Pokemon Trainer System Name Change v2 [ASF1nk]
044565D0 817CEB88
077CEB88 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Charizard System Name Change v2 [ASF1nk]
044565D4 817CEBA0
077CEBA0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Squirtle System Name Change v2 [ASF1nk]
044565D8 817CEBB8
077CEBB8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Ivysaur System Name Change v2 [ASF1nk]
044565DC 817CEBD0
077CEBD0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

King Dedede System Name Change v2 [ASF1nk]
044565E0 817CEBE8
077CEBE8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Lucario System Name Change v2 [ASF1nk]
044565E4 817CEC00
077CEC00 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Ike System Name Change v2 [ASF1nk]
044565E8 817CEC18
077CEC18 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

R.O.B. System Name Change v2 [ASF1nk]
044565EC 817CEC30
077CEC30 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Jigglypuff System Name Change v2 [ASF1nk]
044565F0 817CEC48
077CEC48 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

MarioD System Name Change v2 [ASF1nk]
044565F4 817CEC60
077CEC60 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Toon Link System Name Change v2 [ASF1nk]
044565F8 817CEC78
077CEC78 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Ghost Z/S System Name Change v2 [ASF1nk]
044565FC 817CEC90
077CEC90 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Wolf System Name Change v2 [ASF1nk]
04456600 817CECA8
077CECA8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Snake System Name Change v2 [ASF1nk]
04456604 817CECC0
077CECC0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Sonic System Name Change v2 [ASF1nk]
04456608 817CECD8
077CECD8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Sandbag System Name Change v2 [ASF1nk]
0445660C 817CECF0
077CECF0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Petey Piranah System Name Change v2 [ASF1nk]
04456610 817CED08
077CED08 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Rayquaza System Name Change v2 [ASF1nk]
04456614 817CED20
077CED20 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Pokey Statue System Name Change v2 [ASF1nk]
04456618 817CED38
077CED38 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Pokey System Name Change v2 [ASF1nk]
0445661C 817CED50
077CED50 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

HeadRobo System Name Change v2 [ASF1nk]
04456620 817CED68
077CED68 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Ridley System Name Change v2 [ASF1nk]
04456624 817CED80
077CED80 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Duon System Name Change v2 [ASF1nk]
04456628 817CED98
077CED98 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

MetaRidley System Name Change v2 [ASF1nk]
0445662C 817CEDB0
077CEDB0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Taboo System Name Change v2 [ASF1nk]
04456630 817CEDC8
077CEDC8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Masterhand System Name Change v2 [ASF1nk]
04456634 817CEDE0
077CEDE0 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00

Crazyhand System Name Change v2 [ASF1nk]
04456638 817CEDF8
077CEDF8 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXX00


Stand-alone Zelda & Sheik for Porting purposes:
Allows for Zelda and Sheik to be ported over.
New Sheik module name = 'ft_sheik.rel'

Code:
No Second Character Zelda/Sheik [ASF1nk]
04ad833c FFFFFFFF
04ad834c FFFFFFFF

Sheik New Separate Module: 'ft_sheik.rel' [ASF1nk]
07202000 00000010
66745f73 6865696b
2e72656c 00000000
04AD80D8 81202000

Tested over Ike.
Here are the codes I used to port Ike over Sheik:

Code:
Sound Bank Modifier: Sheik = Ike [Phantom Wings]
4A000000 80AD89E0
14000038 00000020
E0000000 80008000

Sheik No Entry Data: [IWasAPerson]
00AD803E 00000000

Sheik No Result Data: [IWasAPerson]
00AD8076 00000000

Here is the Plug&Play module of Ike over Sheik.

Used module ID: 7F.

And I used all the default Ike files straight from the ISO renamed to 'FitSheik' on 'fighter\sheik\'.


Stand-alone Samus & Zero Suit Samus for Porting purposes:
Allows for Samus and ZSS to be ported over.
New ZSS module name = 'ft_szerosuit.rel'


Code:
ZeroSuit Samus New Separate Module: 'ft_szerosuit.rel' [ASF1nk]
07202020 00000014
66745F73 7A65726F
73756974 2E72656C
00000000 00000000
04AD8100 81202020

No Second Character Samus/Zss [ASF1nk]
04ad828C FFFFFFFF
04ad829C FFFFFFFF

Somewhat Tested:

Stand-alone Samus & Zero Suit Samus for PSA purposes:
Increases memory available for movesets over Samus or Zss.
Stops the game from loading either ZSS or Samus as second characters when selecting the other.
For obvious reasons no transforming Final Smash

Code:
No Second Character Samus/Zss [ASF1nk]
04ad828C FFFFFFFF
04ad829C FFFFFFFF

Stand-alone Independent Pokemon [No 2nd & 3rd Chararacters] for PSA purposes:
Even though they are Independent the game still calls the other two unused pokemon upon loading; these codes stop that.
In return we get more memory for the Independent Pokemon for movesets.

Code:
No 2nd & 3rd Characters Ind. Charizard [ASF1nk]
04ad843C FFFFFFFF
04ad8440 FFFFFFFF

No 2nd & 3rd Characters Ind. Squirtle [ASF1nk]
04ad845C FFFFFFFF
04ad8460 FFFFFFFF

No 2nd & 3rd Characters Ind. Ivysaur [ASF1nk]
04ad847C FFFFFFFF
04ad8480 FFFFFFFF

These codes make the regular Pokemon Trainer's Pokemon load their Independent forms instead.
These should eliminate the need for 'Ind. Pokemon Engine' and 'CSS Fixes for Giga and Company' codes.

Code:
Charizard loads Ind. Charizard [ASF1nk]
04455618 1E1E1B1C

Squirtle loads Ind. Squirtle [ASF1nk]
04455628 20201B1D

Ivysaur loads Ind. Ivysaur [ASF1nk]
04455638 22221B1E

Ice Climbers CSS slot loads Solo Popo:

Easier method to get Solo Popo so you can port over ICs.


Code:
Ice Climber CSS slot loads Solo Popo [ASF1nk]
04455558 11FF0E0F


Untested:

NEW Memory Allocation Codes:

Note: These codes are barely if not untested; caution when using.

The codes allow for the modification of memory distribution.
Ex. You can make it so the game allows for a little more memory for PSAs OR Menus, etc.
Keep in mind memory in the Wii is very limited and in most cases you have to take away from one place to increase in the other.


To edit these change the value on the 2nd column for each line.
Values are in bytes, but Dolphin displays them in MB. (Useful site for convertion)
That being said here are a few codes along with some related RAM offsets:

Code:
Network Memory Shrink [ASF1nk] [Online Mode Memory]
044218AC 000028F6
044949C0 000028F6
Code:
Fighter1Resource2 Expansion [ASF1nk] [Character Movesets] .53 --> .92
04422484 00EBC00
04421B54 00EBC00
04421E1C 00EBC00
04494AC0 00EBC00
Code:
FighterTechqniq Memory Shrink [ASF1nk] 0.01MB [Final Smashes] (Setting it to 0 Freezes game)
04421BC4 000028F6
04494B50 000028F6

offsets:

0x80422394 MenuInstance

0x804223a4 InfoExtraResource


104  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: July 09, 2013, 11:31:51 AM
Common5.pac takes priority over sc_selchar and sc_selmap.
Either delete the Common5.pac or replace the sc_selchar and sc_selmap inside the common5.pac.
105  Super Smash Bros. Brawl Hacking / Programming / Re: cBliss v1.5 [16?] on: July 05, 2013, 04:54:34 PM
Well, that mostly was because something made my Wii and Dolphin crash, so I wasn't sure if it had to do with overwriting junk code or not. Tried it again later when trying to give each character their own costume data and junk, and no problems there.

Anyway, here's a question. What would happen if we were to give Toon Link more than ten costumes?

I know, I know, it would overwrite some portrait images of Wol-

Oh, wait, never mind, it's totally possible.

So that means that both Toon Link and Wolf are able to carry more than ten costumes, most likely even Dark and Fake skins potentially. I didn't try it on Sonic though.

Also, I think it's possible to give Wario one extra costume, or actually two extra costumes, but since I don't like to overwrite his dark costume, it could be potentially possible to give him a thirteenth costume that would overwrite a potential Fake costume. I also haven't yet tried that, though.

Heck, it *might* even be possible to give him an additional two, but from what I heard it might not be possible to go beyond the fourteen costumes in existence (twelve original with his existing Dark costume and his non-existing Fake costume).

By the way, Fake just means the shadow bug versions that Peach, Zelda, Samus and Diddy had.

EDIT: By the way, remember seeing that in the "Characters have 10 Costumes" code, most had 13FF, some had 33FF and one had 1FFF? I finally got it. I mean, it's not hard to get this code, but the one that stood out for me was the 33FF part. I just figured out that the 3 just had that one extra bit, it being the 14th bit, that represented whether the character had a Fake costume or not.

(For those who don't get this mumbo jumbo, when turning each of the previous hexadecimal values into binary values, each one represents a "this costume is enabled on this character, yo")


This is pretty much common sense.
Wolf cosmetic slot is not even after ToonLink's; Ghost Z/S' is.
Matter of fact Ganon, ROB, TL, Wolf and Sonic can be given more than 10 costumes without having to worry about other cosmetics interfering.
Heck if you don't mind interference you can just give all characters more than 10.
Only difference you'll see is in the BPs and stock icons.
For example Mario's 11 costume would load DK's 00 BP in-game, but other wise no problems at all.

About costume flags you're right. They are read from right to left.
First 4-bit being costumes 00 - 03, second being 04-07, and third being 05-09.
last one handles whether spy, dark, and fake are loaded.
Also credit to BlackJax for helping me with figure out the costume flags way back then. Tongue

So yeah that last bit is the key for loading more than 12 costumes, though you may notice that only adds up to 15 costumes. the 16th one is another story.

Also using the Dark/Spy/Fake costume's can make Game&Watch have more than one .pac/.pcs.

Regarding more than 10 costumes, I'm leaning towards not doing them.
Because to properly do them without overlapping cosmetics I would  need to relocate half the roster's cosmetics.
That means I have to re-do ALL of that half a roster's cosmetics in the WHOLE game.
Not to mention although doable the filesize of those extra ~240 CSPs might be too much, and I want to leave room for potential extra slots.

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