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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: October 20, 2017, 06:29:30 AM
Any chance for you to make new PSA's using the Soundbank Expansion?
The update to my overhaul of BaganSmashBros' Classic Ridley will be the start of my PSAs using both Effect.pac and Soundbank Expansion from this point on. The Alloys won't be using a Soundbank Expansion though, since they're using SFX from existing Fighters.
2  Help & Tutorials / General Tutorials / Re: [Intermediate] How to Add Ex Fighters to All-Star Mode on: October 11, 2017, 07:04:19 AM
I think Mewtwo and Roy use the Pokemon Trainer and unused Roy slots respectively, so maybe you just have the stock icon textures named incorrectly?

For the amount of All-Star clones, I never knew 52 was the limit. Sad It could be a memory allocation size issue.
3  Help & Tutorials / General Tutorials / Re: [Intermediate] How to Add Ex Fighters to All-Star Mode on: October 05, 2017, 07:42:26 AM
I think you posted in the wrong thread. Here's my thread on the Effect.pac Expansion system. http://forums.kc-mm.com/index.php?topic=78975.0

Regardless, you can send me what you have, and I'll take a look.
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: October 03, 2017, 07:56:24 PM
Now here's something you don't see every day from me: A stage edit. These stage edits involve some personal edits to Xerom's Mario Bros.: X stage.

Features:
Quote
-Stage ported over Jungle Japes. Includes a module to use over Mario Bros.
-Water can now be swam in, in addition to stretching the stage downward to prevent swimming exploits.
-Replaced the POW block with the one from SMFan's "Mario Bros. proper" submission (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=209960), in addition to making it a background object, rather than a platform.
-Stretched the stage itself outward slightly, so the platforms hover over the stage, rather than hovering offstage.
-Replaced the Warp Pipe with the one from Mario's Entry file.
-Replaced the brick and pipe textures with the vanilla textures.
-Applied Fighter shadows to the platforms and floor.
-Darkened the overall stage lighting, alongside giving it a subtle blue hue.
-Removed unused models and textures, in addition to modifying redundant materials.
-Stage Selection Icon included.
Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214854

1080p HD previews.

Huh, surprised you're still PSA'ing Brawl!
And there's no signs of me stopping anytime soon. Tongue
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: October 01, 2017, 02:51:15 PM
Gonna give a bump to this thread to show everyone my further improvements to Ridley's (+Meta) recolors. A general suggestion was to use Gradient Maps, rather than Color Maps, since the former keeps the texture's lighting, while the latter doesn't. You can see the fruits of my labor in the below spoilers.

Ridley

Meta Ridley
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: September 18, 2017, 04:15:12 PM
Whoops. An entire month went by without me updating anything. Let me fix that...

I've been meaning to make a masterpost about the third member of the Fighting Alloy Team, but a limitation held me back. I wanted to wait until I got that limitation out of the way, but before you knew it, a month went by, so I'll just make the post anyway, and update if I get past the limitation.

So without further adieu, I present to you this next challenger.




(Recolors + Full Scale Renders)
Introducing the third member of the Fighting Alloy Team! Here comes the Blue Alloy! Based off of Zelda, it's said that its core provides power to the other Alloys. Check out the below spoiler for what's in store for the Blue Alloy.

I'll now go into further detail on Blue Alloy's Specials. Click on the gifs themselves for smoother playback.
<Standard Special: Nayru's Protection>
Unlike the other Alloy's Specials, the Blue Alloy's Specials aren't as straightforward. Point in case, its Neutral Special. Just using the move does nothing, but if the Blue Alloy hits an opponent early on, it'll be encapsulated by a barrier, which provides both passive Knockback-Based Heavy Armor and projectile reflection. This barrier lasts for 3.5 seconds (210 Frames), and will break upon its timer running out, getting hit by an attack which pierces its knockback protection, or getting grabbed.
(Visuals and move balancing have been updated since this first preview. See the gfycat below this one to see the updated visuals.)



<Side Special: Din's Bomb>
This variant of Din's Fire trades mobility and charging ability for more control and consistent damage. The traveling wisp also explodes upon contact. This was the move with the limitation I was talking about, which is why there's no preview for this move.

<Up Special: Farore's Rush>
This variant of Farore's Wind trades distance and unpredictability for speed and power. During the traveling segment of the move, foes will be sent in the direction the Blue Alloy is going if hit before being hit by the ending hit.
(Visuals have been slightly updated since this first preview. See the gfycat below this one to see.)



<Down Special: Overload>
Since the Blue Alloy can't transform, I had to make an entirely new move for the it. The Blue Alloy opens up to heal 1% before returning to idle, but if the B Button is held, the Blue Alloy will loop its opened state, healing 1% every 16 Frames, but be careful. If B is held for too long, the Blue Alloy will begin to catch fire and spark. If B isn't let go after a short duration when it begins to catch fire, the Blue Alloy will explode, damaging itself, which would undo all the healing it did, but in return, the explosion is large and powerful, capable of KOing at low damage. In addition to this, if under the effects of Nayru's Protection, the Blue Alloy's knockback protection will be weaker and it will heal 1% per 32 Frames, rather than heal 1% every 16 Frames.



<Final Smash: Cruel Mode>
Upon absorbing the power of the Smash Ball, the Blue Alloy gains a newfound strength from the inner depths of Cruel Brawl. This newfound power quadruples the knockback scaling of all non-Item and non-fixed knockback attacks, allowing for very early KOs, but at the cost of having no protection (Final Smash Intangibility, Final Smash Super Armor, etc) throughout its duration. This effect lasts for 12 seconds. This Final Smash is also shared by all 4 Alloys.


If you wish to view the images used in this post, follow this link to view the imgur album.

Thank you again for tuning in once more. Tune in sometime later for the final member of the Fighting Alloy Team!

Don't think this is the end of this update, as I have an additional thing in store, which isn't Alloy-related. Over the past month of so, I've been working on my update to my overhaul to BaganSmashBros' Classic Ridley. While I won't go into specifics, I do have two things I want to show.

First is the much anticipated Meta Ridley alternate costume...Thanks to the combined efforts, of IWantGames, Moblin, and Draco_The, it's finally here!

Complete with its own slot-specific tail glow and recolors. In addition to this, Meta Ridley's wings produce their iconic laser wing flap SFX, rather than the standard wing flap SFX.



You can view Meta Ridley's renders (+recolors) by visiting this link. Huge thanks to tryptech for rendering these for me.

The second thing I wanted to show is that I've successfully added Ridley to All-Star Mode. This will also be included in the next update.


For release, there's no set point yet, as I want to wait for Bagan to publicly release his updates to his own Classic Ridley before I release my updates to my overhaul.

There's one final thing I'd like to say before I end this post: Neither the Fighting Alloy Team nor my overhaul to Classic Ridley are my group's main project, but I'll be keeping it a secret of whom they are until they're ready for a reveal.

Ending on that note, you are now at the end of this post. Thanks for taking the time to read this massive post. Smiley
7  Help & Tutorials / General Tutorials / [Intermediate] How to Add Ex Fighters to All-Star Mode on: September 17, 2017, 07:59:17 AM
Hey there, here's yet again another tutorial from me, but this time, it's not something PSA-related. Rather, this tutorial will teach you how to add Ex Fighters to All-Star Mode.

Requirements:
-common2.pac. For BrawlEx/PMEx users, there's already a common2.pac file included, which is located under pf > system
-info_corps.pac. If you don't already have a modded file in your build, then you can rip it from the game itself. This file goes under pf > info2
-STGHEAL.pac. Like with info_corps.pac, if you don't already have a modded file in your build, then you can rip it from the game itself. This file goes under pf > stage > melee
-BrawlBox v0.78.
-Hex Editor. Optional, but it'll be used as a workaround in a certain section of the tutorial.

This tutorial will be split into 3 parts: Common2.pac, Info_corps.pac, and STGHEAL.pac. This tutorial will also assume you've already have your Ex Fighter set up and working with cosmetics.

Part 1: Common2.pac.
Start by opening your common2.pac file in BrawlBox, navigate to MiscData[7], and open it. Here, you'll see each stage of All-Star mode. To tell exactly which All-Star stage you're modifying, just select them. Each stage can have up to 5 stages, which are all randomized when going into the fight. For this tutorial, I'll be adding a Fighter to the Metroid stage, so in this case, it would be allstarStage7Tbl.
To actually add our Fighter to this stage, open the stage in question, and you'll see 5 sub entries. These are what contain the Fighters to be loaded in their specific All-Star stages. Here, you'll rename any of the 0x3E entries to the ID your Fighter uses. Like stages, you can have up to 5 Fighters in one entry. For this tutorial, I'll be adding Fighter 0x50 to allstarStage7Tbl.
Once your Fighter is inserted, open its entry to see its Difficulty-specific settings. Since the slot you inserted your Fighter over was never intended to have a Fighter there, you'll need to congifure all 5 of the Difficulty entries. To make things easier, just use the Difficulty settings of an existing Fighter.
Repeat these steps until you're satisfied. Save when you're done.

Part 2: Info_corps.pac.
Before you do anything, add these two codes to your GCT, or else your Stock Icon won't load.
Quote
Clone Engine Corps Stock Fix [ds22]
04952F14 2C04003A

BrawlEX Corps Fix V1[ds22]
04952F38 7C802378
All you need to do here is open your info_corps.pac, go to MiscData[110], and import your Fighter's InfStc.XXX1 texture. Make sure it's in CI4 format.

After you're done, save.

Part 3: STGHEAL.pac
Open your STGHEAL.pac, open the ARC entry with the label "2", go to TextureData[0], and import your Fighter's Battle Portrite Texture. Renaming the texture to match the naming conventions of the other textures is optional.

Next, open up ModelData[1], and go to the Objects section. Here, you'll be duplicating the icons of your choice. You also may have to delete existing icons to re-insert them as duplicate meshes to make everything fit. This step may take the longest, as you'll need to go through to see which icons you can duplicate for the best formatting. Once you're done with that, you just need to re-apply their materials and Visibility Bones (this is important, as it's based on the stage you'll be going into).

After you're done with the model editing part, save, close, and re-open your file. You need to do this in order to properly re-rig the duplicated models to the Visibility Bone they should be assigned to [info_stgXX (you can use BrawlBox's Weight Editor for this)]. While I'm not sure it's required, I'd do it anyway to make it look authentic.

Next you'll make a new material entry for ModelData[1]'s CLR0 animation, name it the material your added icons use, select the ColorRegister0 entry, and set its Constant Flag to False. The last few steps are a bit difficult to follow in image form, so I've recorded and uploaded three gfycat videos to help better guide people.

These next few steps are only required, due to BrawlBox not cooperating when it comes to replacing CLR0 Material entries (this entire section may be removed if it gets fixed in a later BrawlBox update). After you've added your CLR0 material entry, select the added Material Entry, and change its Mask to :0 R:255 G:255 B:255. After that, select all the keyframes (Right click + Select all), right click + Edit, then change both the starting and end points to one solid color. This will be important later on. After that, export the ColorRegister0 entry, alongside the ColorRegister0 entry of an existing Material entry (non-added) and the CLR0 animation.
https://gfycat.com/SardonicShockingJay

Here, you'll now open all three files in a Hex Editor, go to the added ColorRegister0, select everything past the first 0xC bytes, copy these values, go to the CLR0 animation, search for these copied bytes (Ctrl + F), then go to the existing ColorRegister0, copy all its values past the first 0xC bytes, go back to the CLR0 animation, replace the highlighted bytes with the ones you just copied (Ctrl + B in HxD), and save.
https://gfycat.com/GranularHighAmericanwarmblood

To finish things off, go back to BrawlBox, and replace the CLR0 animation with the one you hex edited.
https://gfycat.com/CourteousJampackedAsiaticgreaterfreshwaterclam
If you've followed everything correctly, you should get a result similar to this one.
8  Super Smash Bros. Brawl Hacking / Programming / Re: Custom GFX Banks on: September 12, 2017, 09:54:29 PM
I've gotten the My Music stuff working. Turns out I was using an unsupported ID.

I've written up a tutorial, as always. http://forums.kc-mm.com/index.php?topic=78969

Edit: I've also made a tutorial for Effect.pac Expansion usage. http://forums.kc-mm.com/index.php?topic=78975
9  Super Smash Bros. Brawl Hacking / Programming / Re: Custom GFX Banks on: September 12, 2017, 08:27:59 AM
I wonder if it's because of the sudden discovery by English users.

Though now that some of the website's been translated, I've gotten to looking into the Custom My Music stuff, and I've figured out some of it. Here's what I've managed to figure out so far.

There's three different code options for the main Custom My Music Engine.
Quote
CMM:Custom My Music [JOJI]: Each stage of the CMM Setting Codes must be used, or the game will crash. This code also breaks My Music for non modded play.

CMM:Custom My Music (Not crash.Ver) [JOJI]: This code doesn't have the crashing issue, nor does it break My Music for non-modded play, but the My Music settings are not saved.

CMM:Custom My Music V2 [JOJI]: I'm not sure if v2 has the same issues as v1, but v2 enables My Music settings being saved. From what I'm understanding, it saves where Names are stored, but its settings are deleted if you make more than 107 Names. I'm not sure what it means when it says Names though.

For the actual added tracks themselves, which is done by Stage Dependent Custom My Music Settings codes, in which each stage (with the exception of Mushroomy Kingdom) can have up to 15 tracks (this includes the vanilla tracks). Mushroomy Kingdom can only have up to 7 tracks (including vanilla). For this part, the Stage Specific Codes have 3 configs: The number of tracks subtracted by 1, the actual number of tracks, and the track IDs themselves. While I was able to add the My Music slot, the track doesn't play, as I don't know what to name the BRSTM.

In addition to this, there's a bit of a limitation at the time. Said limitation is even if you're not adding tracks to other stages, you need all the My Music Settings codes in your GCT, or else when selecting the stage without its code inserted in My Music, no tracks will appear (they won't play, either), and you will be locked in that menu (the game strangely doesn't crash), forcing you to restart (you can still play on the stages themselves, they just won't have music). In addition to this, all tracks are automatically set to minimum occurrence if the main Engine code is inserted, but depending on the code, you can just manually alter the track occurrences again.

The next part is the Custom New Music Title Engine. There's only one code this time, so there's no need to split it up. This part just enables you to actually give your added tracks titles via Track Specific codes. The Track Specific codes also have 3 configs: The track ID, the number of bytes your title has (Example: 1 Byte: AA, 2 Bytes: AABB, 3 Bytes: AABBCC, 4 Bytes: AABBCCDD), and the track's title in Hex (Example: Test = 54657374).

There's also a My Music Initialization code for the vanilla tracks, but I'm not sure what it does exactly.

I'd post the codes themselves, but I read a blip on the main page that they don't want their codes/images to be reproduced (not sure what the exact term is, as it's Google Translating Japanese to English) without permission.

TL;DR: Adding tracks to My Music is possible, but there's a few hiccups which prevent it from being fully stable.
-Tracks are automatically set to the minimum occurrence, but they can have their occurrences altered and saved (if not using the No Crash version of the Main Engine Code).
-Due to me not knowing what to name the BRSTM files, your added tracks won't play.
-You must have the My Music Configs for all stages, or else selecting the stage in My Music will lock you in. Their respective music will also not play. You can still play on the stages themselves, they just won't have music.

Once I figure out what to name the new BRSTMs, I'll be making a tutorial on the matter.

These codes date back to 2014, so who knows just how long all this has gone unnoticed for.
10  Super Smash Bros. Brawl Hacking / Programming / Re: Custom GFX Banks on: September 11, 2017, 06:53:12 AM
- Add extra effects to a PSA
We can already do this, but with the Effect.pac Expansion System, we can do this without having to use an existing Effect.pac

- Add sfx to a PSA without having to replace any pre-existing soundbank as long as we have the CSE
Not quite. We can use new Soundbanks, that's correct, but CSE isn't needed. If you're using CSE, then you can't use Song IDs 4000 through E4FF, as those ID will be used by the Soundbank Expansion System.
11  Super Smash Bros. Brawl Hacking / Programming / Re: Custom GFX Banks on: September 08, 2017, 04:48:42 PM
Someone managed to link me, thanks though.

I've got the GFX stuff all figured out, so I'll type of a shortened tutorial in a bit. I just need to get the IDs in a readable format, as black text on a dark blue background is not okay.
12  Super Smash Bros. Brawl Hacking / Programming / Re: Custom GFX Banks on: September 08, 2017, 08:23:51 AM
For the GFX Bank tutorial, a lot of it is unnecessary, especially with the REFF entries. You don't need to rename those. Even if you did, you'd have to hex edit the main REFF entries to use the updated names, or else the REFF effect won't even load the sub entries.

For the moveset editing portion of it, there's only mentions of using BrawlBox v0.67, which I wouldn't recommend for certain Fighters (see my Non-BrawlBox Friendly Fighters thread for details). It would be nice to see some promotion of PSA Compressor, as it can do everything BrawlBox v0.67 does with the stability of PSA.

A TL;DR tutorial for it would be to rename your ef_fighter entry to ef_customXX and change any Graphic Effect command which uses the old ef_fighter ID to your new ef_custom00 ID. Same goes with Sword Trails, except you also need to rename the trail texture.

For the SFX stuff, I'll have to look into it sometime.

Edit: I kinda looked into the SFX stuff, but from what I read, you need a premade Snake SAWND (with all his sounds nopped out) the user made, but I can't seem to find it.
13  Super Smash Bros. Brawl Hacking / Programming / Re: Custom GFX Banks on: September 07, 2017, 08:42:35 PM
Nani?!

Does this include Sword Trials (I know I saw a trail in your video, I just wanted some clarification)? Or just custom ef_fighter entries? If I could get this figured out, I could type up an English tutorial.

Edit: I just looked up the page, and it does mean custom Sword Trails. I better get to looking at this!
14  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: [SSBB] Things to remember when opening your .gct on: August 10, 2017, 06:20:23 PM
This topic has been moved to Programming Help.

http://forums.kc-mm.com/index.php?topic=78888.0
15  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: August 01, 2017, 10:38:56 AM
Like with the Red Alloy's reveal masterpost, I have another masterpost for a related Fighter...




(Recolors + Full Scale Renders)
Introducing the second member of the Fighting Alloy Team! Here comes the Yellow Alloy! Based off of Mario, this Alloy has rounded stats, but is slightly bigger, meaning it has more range, but is also a bigger target. Check out the below spoiler for what's in store for the Yellow Alloy.

I'll now go into further detail on Yellow Alloy's Specials. Click on the gifs themselves for smoother playback.
<Standard Special: Fast Fireball>
This is probably as straightforward as it gets. This variation of Fireball trades duration, bounciness, and damage for a very quick fireball. It has less than half the duration, but covers similar distance, due to how fast it is, but it has major damage and knockback scaling reductions as the projectile travels before it terminates.


<Side Special: Shocking Cape>
This variant of Cape trades its ability to turn foes around (potentially gimping recoveries) and a little speed for a shocking powerful hit that sends foes back. The reflector of Shocking Cape is stronger, but the reflect window is shorter, alongside the reflection bubble being a bit smaller than Cape's (to compensate it being smaller, the reflection bubble is further out than Cape's as well). The aerial vertical momentum of Shocking Cape is also less than that of Cape's.


<Up Special: Explosive Punch>
Sacrificing the distance and height of Super Jump Punch, Explosive Punch gains two linking hits which total up to a great amount of damage.


<Down Special: Scalding F.L.U.D.D.>
This variant of F.L.U.D.D. charges much faster, alongside also doing damage and knockback, but at the cost of distance (the water also lasts less than that of the regular F.L.U.D.D.)


<Final Smash: Cruel Mode>
Upon absorbing the power of the Smash Ball, the Yellow Alloy gains a newfound strength from the inner depths of Cruel Brawl. This newfound power quadruples the knockback scaling of all non-Item and non-fixed knockback attacks, allowing for very early KOs, but at the cost of having no protection (Final Smash Intangibility, Final Smash Super Armor, etc) throughout its duration. This effect lasts for 12 seconds. This Final Smash is also shared by all 4 Alloys.


If you wish to view the images used in this post, follow this link to view the imgur album.

Thank you again for tuning in. Tune in sometime later for the next Alloy!
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