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1  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Ver(textur)es that change attributes on: July 19, 2011, 06:08:44 AM
Just wondering if it's possible, say for example, Link wears his default Green Tunic, then decides to wear a Black Tunic which will speed up slightly some of his moves, then maybe wear a goron tunic that decreases flame damage taken by like 2 percent but increases ice damage taken by 2, and then wear a Zora Tunic where he'll swim longer, and maybe a Megaton Hammer vertex that increases damage for each attack by like 4 percent but decreases speed a decent amount, you know where I'm going with this? Be like every texture/vertexture have some effect on the character's abilities and attirbutes.
2  Super Smash Bros. Brawl Hacking / Stages / A Possible new finding regarding stage .rels on: July 12, 2011, 08:46:46 AM
Well, first, I'm not sure what it is, but I believe there may be a limit to the ammount of a certain type of .rel that you can patch into the game, because at one point, I had several FD .rels in the game, and it got to the point where one of the stages that worked perfectly just a day ago, freezes upon selection.

Also, I'm not sure but I think that Wifi Waiting Room based stages can be ported with FD .rels, for I was able to do this on two separate occasions.
3  Help & Tutorials / Help / Brawl Group Records Errors and Skews on: July 06, 2011, 08:41:17 AM
I'm looking for two codes, not sure if this should be in the help section but whatever:

Yes, there's been some issues with the Group record recording. Apparently, Brawl only records what happens to Human players, and not CPU players, which is really not smart because you end up with everyone having a ton a KOs and like no Falls which views pretty inaccurately. You can play like 10 matches with Mario and Link, then play like 30 matches with Donkey Kong, but He'll have the most KOs AND Falls because he's the only one being recorded out of the match, not like Melee where everyone's stats counted, whether Human or not and the records would make a lot more sense and not be skewed. Then there's also the SD-Fall issue where if you were to kill yourself, it would only count as a Self-Destruct if no one touched you during that stock, which is completely retarded because if you were to blow yourself up, the opponent takes an unfair KO just because he may have clawed at you once and did 5%. There should be a code that makes it play like melee, where if you recover, then the Fall variable goes away, and if you end up jumping off with a failed meteor or sacrifice or whatever, then it will go down as a Self Destruct, rather than a fall that wasn't rightfully earned.

So I'm basically saying that there should be some codes to save the group records of not only Human players but CPU players too, and that there should be a code to fix the whole Self-Destruct/Fall count.
4  Super Smash Bros. Brawl Hacking / General Hacking Discussion / My Stage Revamp!!!!!!! on: June 27, 2011, 08:42:17 AM
I revamped a stage I did that much needed improvement, and I just thought - Should I compare the two and see which one's better?

So here's the first one, I guess the beta:



And the second Reduxed one:



Which one's better?
5  Help & Tutorials / Help / WTF INFO.PAC IS FREEZING WTF?!? on: June 23, 2011, 07:02:21 AM
Everytime I out an info.pac on my SD card, it freezes, even though it's unchanged and under the file size limit! It freezes right after the Strap Screen!!! WTF?!? I need that file to change character names!!
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Super Smash Bros Brawl Legacy: ... on: June 16, 2011, 08:47:49 AM
It's an all new SSBB pack. This is Super Smash Bros Brawl Legacy, where the characters from the past Brawl and some new ones come together for the real ultimate test!



I am almost done with this massive year long project, and I'm working for a Virtually Freeze-Free Mod of characters, menus, stages, music, and maybe sounds too.

All of the characters will have new movesets, and textures, but the sfx will not be edited, unfortunately.

There will be a brand New Stage Select System that Randomizes stages and also allows for Secret, Special, and Bonus Stages to be placed based on button input.

I'm so close to finishing this project, and I can assure that this will be a very large project that will require a 2G SD card and Gecko OS operatibility. RiiVolution should work also, though I'm unsure, because this incorporates ASL.

So far in my Vault, I have released several Legacy characters that will be in SSBBL, and the roster so far is a little flexible. I'm needing a replacement for Wolf - An effective, non-freezeing replacement.

Surprisingly enough, I discovered that there's still plenty of work needed to be done, so the completion date is shaky.

Some of the new features?

-Most moves will have very little/no hitlag, meaning DI will be very difficult, and acion will be faster paced. Only super strong moves like Ganon's Unlimited Warlock Punch and Zelda's Super Echo Blade will have hitlag, even having some of those strong moves have 3x the hitlag, to emphasize the Pain factor.
-Some stages will have random switching between Day/Night, Weather, Location, in-game Time of Day Switching, Stage Switching based on Real-Time, and the ability to chose Special, Secret, and Bonus stages that will all be indicated by special Icons in the SSS
-It's not overpowered, but not really balanced - It's JUST a small bit stronger than normal brawl, but the action is more fast-paced and more friendly with offense, but if someone were to take a Legacy PSA and put it against a normal default PSA, there wouldn't be really any advantage to either side, apart from general factors like Strength, Speed, Agility, Weight, etc. If I had to estimate, this would be about 2% stronger than normal brawl.
-Many More!

UPDATE 7-26-11: http://forums.kc-mm.com/index.php?topic=26415.msg604661#msg604661

UPDATE 8-16-11: http://forums.kc-mm.com/index.php?topic=26415.msg638214#msg638214

Update 8-18-11: check the end of page 26...
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Princess Daisy PSA finally done: Check My Vault for Download on: May 29, 2011, 08:04:15 AM
Princess Daisy is my favourite video game character, yet I was surprised when I had to do a PSA for her, and no one else had did it for her. She's a way better fighter than that sissie Peach, yet nobody did anything for her. GameWatching and Lensho did a perfect Daisy Vertex hack that I had used as a base for my PSA, so thank them both, check out their vault's cause they got cool stuff there too. But here is her PSA Intro.

Daisy was made based on her athleticism, temper, and sassiness. All of her abilites are based on past games and personalities. Her speed and agility come from the sports games she's played in, including M&S: Olympic games. She has the strength from her tomboyish charm, and her temper. She's got sassiness to boost her confidence and make her more daring. Everything in the PSA is based on past references and titles.

Daisy will prove to be more worthy to be in Brawl than Peach. Daisy punches, Peach slaps. Daisy has quick feet, peach worries about her dress and runs slowly so that she doesn't mess it up. Daisy's not afraid to get all up in people's faces, Peach hides behind Toad's face. Is my message Clear yet?! Daisy is actually be a real fighter. Now onto her attacks.

THIS IS DAISY V2:

Element: FIRE, EARTH
-Fire chosen because of it's representation of speed, and no hesitation to attack and cause pain
-Earth chosen because someone suggested it
-Note she has very little control of either one because she had very little control of it in the series to begin with.
-I would've made her have PLANTLIFE abilitites, but that element is not in Brawl, and i'm not talking about that crappy Lip Stick Flower, I mean Big Flowers and Vines and Trees, bushes, grass, like Ivysaur. That would've been the primary element, and Fire and Earth would've been the secondary

Standard Combo( 2 times A Press)
-First Attack is a quick hook
-Second Attack is a very quick elbow jab with the same arm that had previously hooked, then a quick-follow-up jab with the opposite arm, meaning there's 3 hitboxes for 2 attacks.

Dash Attack:
-running Double Punch into the enemy, then a split of the arms, slashing the enemy into the air for any follow-up combos or juggling

Side Strong: Two punches with the right arm that pop-up enemies into the air

Diagonal Up Strong:  Daisy hops into the air and spin-slashes above ground, great for when in a group to clear space

Up Strong: A somersault that knocks people straight up - excellent combo-starter

Diagonal Down Strong: Same as Arm-trip from Peach

Down Strong: Pulls out bombs. CAREFUL!

Side Smash: A sideways Two-Handed Smash, good reach

Diagonal Up Smash: A Low Right-Fisted Smash of burning crystal into the gut of the enemy(ies), sending them skyward

Up Smash: A spinning Head Butt, very strong if hit on the head(Sweetspot)! Not so much if on the shoulders...

Diagonal Down Smash: A small fire-orb from Daisy's hand, great for creating space

Down Smash: A break dancing Leg Sweep, Like the Mario Bros.

Forward Throw: A hook right into the enemy's face!

Up Throw: Enemy gets thrown into the air and smashed-up with a double-punch deep into their gut!

Backward Throw: Same as Peach's

Down Throw: Same as Peach's

Nair: A double-Kick on both sides, popping opponents up into the air

Fair: A Slow, but strong Pseudo Smash, reminescent of the Fair from Sheik in SSBM

Bair: Same as Fair, but in the opposite direction behind Daisy

Uair: Daisy Flips 180 degrees and does multiple kicks in the air. Good for keeping people in combos

Dair: A good Meteor Smash, as Daisy spins her arms, knocking down anything they hit

Neutral Special: A few flickers of flame erupt from the ground, or from her hands in the air. Great for dealing damage

Side Special: Same as Peach, except with Flame effect, and goes a little further as it has a more important role in recovery

Down Special: Daisy Ass-Smashes the ground, creating a very small ranged shockwave, and any enemies right next to her get stuck in the ground.

Up Special Ground: Daisy does an uppercut that makes her jump into the air, and pops up enemies she hits in the air as well, but not that strong.

Up Special Air: "Daisy Ballet", based off of "Sonic Ballet" from Sonic Battle, Daisy will somersault in the air, giving her more horizontal momentum, and the remaining torgue after she comes out of the somersault will push her up. But be wary, because she has more horizontal movement than vertical Movement, and only goes in one direction. And if she misses the ledge on a stage, she would have to very quickly use the Side-Special to turn around and then do more Daisy Ballets to get back up, and this may have to be done repeatedly.(I intentionally made it hard to recover)

Final Smash: "Deadly Tango" similar to Peach's Dance except this actually KO's people. Rather than having everyone fall asleep, this smash has three hitboxes that build-up damage, then a final fourth hitbox that's the actual KO hit, almost guaranteed to kill. HOWEVER, the final hitbox has a very small range, and it would only be effective if the enemy is very near her, within the flame vortex, and since this doesn't put people to sleep, they can sometimes walk away before they get hit. But often times, depending on the damage and where it hits, the FIRST hitbox can KO people, just by making them slide around the stage, then the second and third hitboxes do damage, then the actual LAST hibox that is the real KO will strike whomever is near. For some reason though, the fruit still appears. I want to get rid of it, but I guess it works for now. It can be a reward for the people who survive Cheesy

FINAL SMASH 2(only in Daisy V2):
This is where she gets complicated for amateurs, because I like putting complex stuff in my PSAs.

When over 30%, Daisy's Final smash is just a big gravity boost that does about 15% damage and impales, and can be done twice in a row. After that, the Smash Charge is gone

But that's not the Final Smash

After the gravity pull boost, Daisy gets supercharged with a fire-earth aura. It doens't change anything about her gameplay, except now, If you press B, Daisy will prep for a special attack. If you only press B, she just floats in the air, spins, and falls to the ground as normal, but if you hold B, then she goes into a flaming tackle of super hot crystal, with very high KO potential. She'll go across the stage in the big flameball, and anything she touches gets sent flying. HOWEVER (there's always a catch) you can't control it, so if used on the ground, you can't follow people offstage. AND, it takes a VERY long time to initiate the attack, so people can just get behind cover or dodge behing you! PLUS, Daisy twirls for a good distance, and if it's a small stage, or if it's used in the middle of the stage, you can almost guarantee a self-destruct! SO BE VERY CAREFUL!! This is a powerful move, but VERY RISKY! You should let go of B and hold A after she starts twirling, so that your momentum when the attack finishes will stop - but you'll still have to worry about recovering, though! Also note, you can only use the attack once per smash ball, so again, don't RUSH anything! This is Brawl! Plan things out, but quickly!

Well there it is! This PSA is up for downoad in my vault, so go and try it out. All the strengths and weaknesses were done completely on purpose! The only things I still have to do is make Daisy Wall-Jump, get rid of the Floating thing Peach had, and figure out how to do the Down Special in the air. If someone could tell me any of this, that would be of great help.

Also check out my Epic "Triforce" characters from Zelda, all in my vault. I'm out. Cool
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / OverPowered/Super/God PSA Flaws on: May 28, 2011, 07:14:17 AM
Ever since I released the pack of characters with every one of them having overpowered abilities, i've seen an increase in PSAs, mostly, overpowered ones.

At first, it seems cool to be fliying around, blasting everybody to beyond 999% and they only go back 10 ft., but there's several problems, where balanced PSAs succeed the overpowered PSAs. Fighting at overpowered levels get too repetitive as there are usually only about 2 or 3 attacks that are actually useful in knocking people out, whereas balanced PSAs have a much wider variety, making extended play never get old. Plus, Items are rendered virtually useless as +50% strong and smash attacks easily overpower any and all items except for deku nuts and pitfalls, because of their hitflags. Then, all the stage hazards that comedically KO people when they least expect it, only cause them to flinch, like the F-Zero Flyers, and MK Shy Guys. Also, the spikes in stage builder fail, as characters are too heavy, that they get stuck on the spikes and have a difficult time getting out, as with some of the other stage hazards as well. In the several months I've played with everyone overpowered, I felt the need to make all of my characters on-level, and proomptly ended up doing it, and I found that all the items had use again, all the hazards had use, the battles were more engaging, and overall, more enjoyable.

I had more fun playing a traditional "build-up-damage-then-knock-em-out Brawl" than the "Over-powered-brawl-where-you-only-need-to-know-two-attacks-out-of-thirty-and-that's-the-only-way-to-knockout-people-brawl". The actual PSAs that people make are limitless, but the power of those attacks should have limits.

I'm regretting making everybody overpowered, and as stated, have made everybody on-level. Same great PSAs, but at normal damage levels, making gameplay more engaging, more challenging, and having better gameplay experience. I might even delete all my over-powered PSAs and replace them all with my balanced ones. But right now, I want to see where people are in this.

AGAIN, I'm not saying to stop making all these special, epic PSAs, but make those PSAs at a balanced, playable level, so that they actually have the action, strategy, and tense moments that they should.
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