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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Metal Mario PSA on: July 08, 2014, 04:10:32 AM
Thanks, Im glad you like it!  I was really trying to make him a different sort of fighter.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Metal Mario PSA on: July 05, 2014, 12:49:50 PM
Well the wait animation was easy to change, in psa I changed his wait1 animation to win2wait.  The original Metal Mario I used had Mario's regular wait animation.
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Metal Mario PSA on: July 05, 2014, 09:01:38 AM
Actually, would it be possible to replace some of his sounds, (mostly the walking sounds), with the metal sounds?
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Metal Mario PSA on: July 03, 2014, 05:25:49 PM
Thanks!!  Smiley  But credit for the hat boomerang has to go to edx.  And yes, hes much slower than Mario.
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Metal Mario PSA on: July 03, 2014, 03:22:10 PM
Metal Mario Crashes Into Battle!!
Yes, Mario's heavy weight, iron clad rival enters the fray!!
This is my first hack, so don't expect anything too fancy.  I would also like to say that this isn't completely my own PSA.  I used edx's Metal Mario PSA as a base, and changed some moves from that.
Being made made of metal, Metal Mario is very heavy and very slow.  Most of his attacks are still the same speed as Mario's, but his movement speed is greatly reduced.  He cannot jump as high and falls much faster than his organic counter part, but he is also more powerful.
Now for the moves!!  Essentially all of Metal Mario's regular moves remain unchanged from regualr Mario, but some are slightly powered up.  His specials are where I made the biggest changes.  He retains his hat boomerang attack from edx's PSA, though it is now his side special move and is slightly less powerful than before.  His down special on the ground is still the Mario Tornado.  Originally, his down special in the air was a ground pound, but now it's the same as on the ground.  The reason I removed the ground pound from his down special is because of his new up special.  Metal Mario leaps into the air in a manner very similar to Mario's super jump punch, but when he reaches the peak of his jump, Metal Mario does a quick flip and comes crashing back down in a ground pound.  If you do this from high enough in the air, Metal Mario will bury his opponents in the gound.  His neutral special is where I did the most work.  When you press the special button, Metal Mario begins winding up his fist and then unleashes a very powerful flaming punch.  This move has slower start-up than the Falcon Punch, but it's even stronger, so it requires proper timing to land.
Well that's pretty much it for the changes.  I hope to make more changes in the future, so I'll take any feedback and ideas that you guys have!!
Here's a little video preview:
https://www.youtube.com/watch?v=yTug4y9l0XE
And here's the link to the download:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=204817

Enjoy!!
6  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 28, 2014, 11:14:48 AM
Ok, so i used marios .rel and his configure files, but when i selected him on the css, the game froze with the beep.  Any ideas what i did wrong?

Post Merge: June 28, 2014, 01:03:49 PM
Nevermind, I realized it was on slot 58, which crashes anyways...
7  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 28, 2014, 05:52:48 AM
yes you can use that with brawlex however you can't use the .rel that metal mario comes with because it is imcompatible with brawlex, so instead use the .rel for mario that comes with the brawlex download so that way metal mario can work with brawlex.
Ok, so would I be cloning mario too?  Or would i still clone olimar?
8  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 27, 2014, 01:42:51 PM
Yes. This can be done if you are using the CSS Expansion mod, Idk about the CSS code.

When you are using the BrawlExConfigUtility to edit CSSRoster.dat, youll see all characters included in the roster as well as two buttons: Icons and Random, both at the top right. Inserting into icons will place your BrawlEx characters into the CSS, while inserting into Random will add the characters to the random selection. Just be sure not to place Random in the Random section.

Cool, thanks!

Post Merge: June 27, 2014, 09:35:58 PM
So theres this metal mario over olimar psa that I want to try that comes with  its own .rel.  Would this be compatible with brawlex by any means?
9  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 27, 2014, 01:18:32 PM
Ive got another question.  Is it possible to make clone characters be selected by random?  If so, how?
10  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 26, 2014, 06:48:05 AM
Does anyone know how to make a clone character use a different characters soundbank?  For example, if I wanted a Link clone to use Toon Links sounds?
11  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 25, 2014, 08:58:47 AM
ROB and Toon Link's should work decently, haven't tried the Zelda's yet though.
Ok cool, those were the two I was hoping would work!  Thanks!

Captain Falcon works, too.  Just tried it with a blaziken psa.
12  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 25, 2014, 08:39:53 AM
Hey everyone, I just have a couple questions.  First, does anyone know if the beta modules in brawlex 2.0 work?  And second, I read earlier in this forum about porting gfx by renaming the the ef_fighter and then changing the gfx call id in psa.  How do you change the gfx id?  I dont have any experience with psa...
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