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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Alpha Mario PSA + Texture (Finally finished...) on: June 20, 2011, 03:19:37 PM
After days of work, figuring out what goes well where and what doesn't, how things work, and the extensive trial-and-error that came with my limited knowledge of how to use PSA, Alpha Mario is finally complete.

Alpha Mario is my own personal powered-up version of the mustached plumber.
It's nothing big, I'm sure most of the Pro PSAers will see but, being the noob, I feel that I have done well to design and create this new and improved Mario.

Okay, Let's get started, shall we?

(Click for awesome pictures and info!)
All the while Alpha Mario isn't performing an attack, being attacked/ grabbed or performing an evasive maneuver, he will constantly be 'on fire'. I designed this to be an aura, and I think it turned out ok.
This also applies to walk, jumping (He has 5 jumps) and falling from special attacks. It deactivates when he is taking damage, falling from a launcher attack, or has been grabbed.


A, A, A
All of the attacks have been made stronger. Just saying now so that I don't have to keep repeating myself  Grin
Red lightning has been given to his A combo, and it now deals lightning damage. (Seems fitting, no?)




Dash Attack
The dash attack delivers a small amount of aura damage to the foe.


Stronger attacks
Side A
We all know that the Side A has 3 different levels. So I gave Mario 3 different elements.
Tilting straight forward will give the attack fire damage.


Tilting up slightly will give the attack a lighting effect.


Tilting down slightly adds ice to the move.


Up A
Up A has a lightning effect now. Seeing as Up A is a high attack, it is closer to the sky right?
So a lightning strike seemed very fitting.


Down A
Down A is now an ice move, with the possibility to freeze your foes.


Smash Attacks
Forward Smash
The original puff of fire that Mario would normally give off seemed a little bit weak to me, now that I understand the wonders of the PSA program.
The knockback has greatly increased, and is likely to kill at low-ish percentages.
I think this should be appropriate...


Up Smash
To go with Mario's Up A attack, a stronger lightning attack was in order, I think.
This attack delivers a lightning storm around Mario that is likely to K.O your opponents at low percentages, say around 70-85% for mid-weight characters such as Sonic or Marth.


Down Smash
The breakdancing deserved an update worthy of being called part of Alpha Mario's moveset.
Each kick gives off a large aura burst dealing aura damage as well.
(It looks a lot better in the game though.)


Aerial Moves
Neutral Air
Against an aerial opponent, this attack just does damage and some decent knockback.
Against a grounded opponent, this attack stuns the opponent with the same effect as a broken shield.


Forward Air
With his newfound powers, Mario has discovered that he can smite his foes to the depths of the abyss with the powers of darkness...yeah, a spike with darkness attributes.


Back Air
The back air attack now has massive knockback compared to what it was, and deals fire damage.


Down Air
It now deals aura damage with each hit, and the flares swirl as he spins.


Up Air
Up air now has ice attributes and a lot more knockback than the original attack.


Specials

Neutral Special
The fireball hasn't changed in itself, but Mario's powers allow him to launch them as fast as he possibly can.
In other words, its a semi-auto fireball launcher.


Up Special
Alpha Mario doesn't want coins, he just wants pure ownage. Each hit deals lightning damage on the way up.


Recovery

Quick
The quick recovery move (under 100% damage) has been upgraded to a fire kick...


Slow
...while the slow recovery attack deals darkness damage and has a larger hitbox and knockback.


The DOWN TAUNT
You may be wondering why this is in big and important letters.
You may also be wondering why this picture has it's own spoiler box.
You might even be wondering why I'm stalling and not just telling you what this is.

It's all because of the fact that this is my pièce de résistance, the cream of the crop, the pick of the litter....

BOOM!

What'd I tell ya, hm?Pretty damn cool I'd say.
This attack, while doing 4 damage at the most, hits any character from anywhere on the stage (even from opposite ends of the 'Temple' Melee stage!). It also has decent knockback that sends the character straight up.
Even if you were close to Mario while he was performing this attack, it wouldn't matter, because he has an intangible state while he is in this animation, so you couldn't hit him if you tried.
I hope you all like this, because it took a while to figure out what was wrong with it.
Then I realized that it was because one of the ending timers started before the offensive hitboxes actually appeared.  Mario Facepalm

Well here's the link to my vault -> http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19887&Moderated=All

Post your comments about what's good, what's bad, what needs nerfing or enhancing, or just to say hi, lol.

Anyways, enjoy!
2  Help & Tutorials / Help / Halp with GFX?? on: May 26, 2011, 01:42:53 PM
I don't know if this has already been asked, but how do you get the 'non-external' GFX to work?

Not to be confused with Flags.

For example, I wish to add a 'Red Lightning' GFX (GFX Id is 85) to the first 2 punches of Mario's AAA combo.
Then I want to add a multi hit attack to the kick. The effect of that is 3 attacks with the first two having 2 damage and no knockback, and the third hit with 4 Damage and default knockback, with all three hits having a slightly larger 'Red Lightning' GFX.

I just need to know how to do this, then I'm set. I knew how to do it, but my PC went out of commission a few months ago, so I couldn't use PSA. I forgot how to do it over time, lol.

I'm sure this is pretty simple, but I can't seem to find a tutorial anywhere for basic GFX. Any GFX tutorials are for external GFX.

Many thanks in advance for whoever educates me on this matter.

Oh, and sorry for being such a noob... Mario Facepalm
3  Help & Tutorials / Help / ISO Halp? (Again...this time with Wiiscrubber) on: March 18, 2011, 05:46:16 PM
Ok, my problem is to do with WiiScrubber. (v1.4, if that helps)
I started another topic a while back which was to do with ISOs as well.
However, I have resolved that problem.

My next predicament is involving the multiple 'Save' options in Wiiscrubber.

I have downloaded and replaced a bunch of files on the SSBB ISO, effectively making my own 'Custom SSBB'.
When I look on Wiiscrubber, the file size box states

'Super Smash Bros. Brawl

Disc Data Size (4253843456) approx  4056 MB

Number of files: 6436           Region Code: PAL'

Now, this isn't my problem. But pay attention to the approximate file size.

When I click on the 'Scrub' button (I have the 'Save Option' as 'BOTH' the 'Scrub Type' as '0xFF' and the 'Keep Headers' to 'NO'), the logging box says 'Copying and Cleaning file'.
This makes a new file in the specified directory.

HOWEVER, this file is the full size of the SSBB ISO unchanged. A full blown 8,311,680 KB file stuffed into my folder. Along with that, a DV Movie file is also placed in the same folder with a similar file size to that of what Wiiscrubber shows me.

Even stranger still, When I open up the new 8.3 GB file in Wiiscrubber, the file size box says that it is only a slightly larger file size than that of my Custom Brawl (In this case, Wiiscrubber shows me that it is 4183 MB approx).

What I want to know is what have I done wrong to have it revert to the original file size.

If anyone can solve this, I thank you in advance.
4  Help & Tutorials / Help / ISO help? on: October 23, 2010, 06:41:13 AM
Hey guys,

I'm trying to put stuff into my brawl ISO, which I know how to do.
I also know about Brawl's Dual-layered needs.

What I need to know is how to shrink the ISO to have it fit on a single layer disc.
I have heard of totally removing the Single player modes to make it smaller, but I'm not sure.

If anyone could tell me which partitions and parts of partitions I need to get rid of to have only Versus mode work, and therefore making it small enough for a single layer disc, that would be great.

Thanks in advance!
5  Help & Tutorials / Help / My game keeps crashing. Halp plz? on: August 28, 2010, 10:03:49 PM
Hi there. I got a slight predicament on my hands....

I have started on my Mario PSA (yay), which is going quite swimmingly, I must say, for what little I know about PSAing.

I have tested it out with my 'Start games with one player' code along with the file replacement code as well as a few others, and this works fine. I can launch all of Mario's attacks and they don't crash the game, and the graphics show how I want them to.

However, whenever I add a second player to the brawl, be it human or cpu, my game doesn't seem to want to play, freezing the instant the game says 'GO!'.

Now I don't know if this is because I have codes other than the file replacement codes on it, or it's because I'm on PAL using files from my SD card, or there's something wrong with my PSA (I also have other PSAs and Textures for other characters on my SD too, if that solves anything).

And if it changes anything, I have something from one of my other homebrews (I forget which one, it may have been the brawl+ updatifier, not sure) called '.DS_Store'. Trust me this is nothing to do with an NDS, I don't have anything DS emulator-ish on my SD.
This file is in almost every folder within the 'private' folder in my SD (which is where all the hax go ya?).

Please help, because it seems to be whenever I start a 2-player game with any hacked characters.  Angry
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