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16  Help & Tutorials / Help / How to change bone kirby hat spawns on? on: June 01, 2013, 01:16:13 PM
Im going to be making a PSA on Kirby and need to know if its possible to have teh kirby hats appea ron a different bone
17  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Sonic Swaggers on: April 19, 2013, 03:11:27 PM
This is Brawl Hacking team # 9001. We have been making hacks together, but now we thought it was time to make a team. Awesome Face

The members are:
Me
Leon Exodio
ShadowWolf
Calikingz01
Chuck Norris

We are going to make PSAs together.

18  Help & Tutorials / Help / Naruto CON2 Animation location? on: March 31, 2013, 05:15:38 PM
im not really sure where to put this. feel free to move it

so im looking for the location of character model animations in the iso. i cannot find them.
19  Super Smash Bros. Brawl Hacking / Programming / Perfect .Rel porting Progress -Lucario is first Pack. Ganon is new .rel- on: November 10, 2012, 04:40:11 PM
The First Ever Perfect Port was Jigglypuff. Next came Marth. This was because they didn't have major ASm adjustments. Next came PhantomWings' Ike Module. Then came Metaknight. Leon Exodio, Shadow Wolf, and I made Perfect Sonic Ports. This thread is for other characters and our progress on it.

PW's .rels (YOU MUST EDIT THESE IN THE MODULE EDITOR)
Four new modules Plug&Play modules this time for Peach, Pikachu, Wolf and Olimar. I've also made a small tweak to all the Plug&Play modules to enable all color slots regardless of the character.

Plug&Play Modules v1.2+
Ike
Link
Lucario
Mario
Marth
Peach
Pikachu
Pikmin
Pit
Snake
Sonic
Wolf

Also, I didn't realize this earlier but when I disabled Kirby hats for each module, it turns out I was only disabling the .pac file that was being loaded - Kirby could still copy the character resulting in glitches or occasional freezing. Until I can find a solution, it would probably be best not to use Kirby in the same match as clone characters.

There is one other minor bug which I haven't fixed which causes cloned Olimar's pikmin to not be visible on the results screen. It's similar to the bug with Lucaro's Aura Sphere, but it has a slightly different cause which is making it tough to track down. It's not that big of a deal for now though as it doesn't affect the game functionally.


Oh, I've also made another small tweak to the Module Editor 3 to allow multiple relocations to be edited at once. It may be useful for anyone trying to build their own Plug&Play modules.

Module Editor 3.3
How to edit Plug & Play .rels in Module Editor

I've also made a new revision to the Plug&Play model. Most of it was just to make the modules a bit easier to deal with on my end, but the new modules also now cover any bugs related to entry and result screen files as well as a few other character related flags. I've also disabled Kirby Hats for all cloned characters to avoid possible complications involving character resources (They can still be enabled, but you get the original character's hat).

As far as I've tested, all 5 of these modules work perfectly in game (Including Lucario, who's Aura Sphere now properly shows up). However, the bugs concerning when graphical and sound files get loaded and unloaded still remains. Also, while the modules do patch the soundbanks, the soundbanks actually get read before the module is loaded - so the first time you load them, they won't have the proper soundbank loaded.

I've also added a small tweak to the Module Editor 3 to make it easier to change the modules between characters.

Module Editor v3.2

To change a module, simply open it up in the editor and make the following changes:

- Change the module Id of the file to the target module Id.
- Open Section[8] in the memory viewer and change the first value to the target character Id.

The list of module and character Ids is here:


Code:
Module Ids:
5B ft_mario
5C ft_donkey
5D ft_link
5E ft_samus
5F ft_yoshi
60 ft_kirby
61 ft_fox
62 ft_pikachu
63 ft_luigi
64 ft_captain
65 ft_ness
66 ft_koopa
67 ft_peach
68 ft_zelda
69 ft_iceclimber
6A ft_marth
6B ft_gamewatch
6C ft_falco
6D ft_ganon
6E ft_wario
6F ft_metaknight
70 ft_pit
71 ft_pikmin
72 ft_lucas
73 ft_diddy
74 ft_poke
75 ft_dedede
76 ft_lucario
77 ft_ike
78 ft_robot
79 ft_toonlink
7A ft_snake
7B ft_sonic
7C ft_purin
7D ft_wolf
7E ft_zako




Character Ids:
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Yoshi
05 Kirby
06 Fox
07 Pikachu
08 Luigi
09 Captain Falcon
0A Ness
0B Bowser
0C Peach
0D Zelda
0E Sheik
0F Popo
10 (Nana)
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganondorf
15 Wario
16 Metaknight
17 Pit
18 Zero Suit Samus
19 Olimar
1A Lucas
1B Diddy Kong
1C Pokemon Trainer
1D Charizard
1E Squirtle
1F Ivysaur
20 Dedede
21 Lucario
22 Ike
23 Robot
24 (Pra-mai)
25 Jigglypuff
26 (Mewtwo)
27 (Roy)
28 (Dr. Mario)
29 Toon Link
2A (Toon Zelda)
2B (Toon Sheik)
2C Wolf
2D (Dixie)
2E Snake
2F Sonic
30 Giga Bowser
31 Warioman
32 Red Alloy
33 Blue Alloy
34 Yellow Alloy
35 Green Alloy
36 (Mario D)




As far as how these modules work: simply put, they are just doing the same thing that codes do, but they make things a whole lot simpler by exploiting the powerful nature of relocations as well as the fact that modules are programs that can be run when they're loaded up.

For each module, I've added a simple program in Section[7] that gets called first during the module's _prolog function. Section[7] is identical across all of the Plug&Play modules. The actual changes and associated data are stored in Section[8] of the module. These are hex strings that are used to patch the game files when the module is loaded; this includes things like constants and color flags as well as any changes that need to be made to sora_melee. One final block in Section[8] is responsible for identifying what changes need to be made inside the module itself in order for it to function properly.

It's really quite a simple, but elegant solution to the whole mess of dealing with modules and how they integrate with sora_melee along with other global data. Making them isn't that hard - it's just tedious given the tools currently available to edit modules. The hardest part is finding the areas in sora_melee that actually need to be patched to have the cloned characters run properly.
20  Help & Tutorials / Help / Mario Freezes!? on: July 25, 2012, 08:59:43 AM
Mario Freezes for some reason. I used different hacks, and it turns out it is my ISO, but it worked a week ago. Anyone know why?
21  Help & Tutorials / Help / Brawl not loading? on: July 24, 2012, 01:09:47 PM
Ok, so, my Brawl Disc still doesnt work, so i continue to use my iso. All of a sudden, it failed to load. I just get a gray screen. I tried another ISO, and it worked. All the others work,  but Brawl doesnt.

I use wiiflow to launch my ISO's
22  Help & Tutorials / Help / New hacks dont apply? on: June 10, 2012, 08:02:41 PM
ok, so i went to downlaod a code and add in some new hacks. then on my wii, when I go to activate those codes, they are not there. i gave up on that, and now the new hacks i added dont appear, yet my hacks i already had appear... any help?
23  Help & Tutorials / Help / CSS organizer not saving on: May 30, 2012, 07:34:58 PM
I ahve mad ethis:

in teh CSS organizer, but it doesnt save. if i make it save, tehn open teh new css, it is jsut a regular css
24  Help & Tutorials / Help / THP hacks with Gecko? on: May 29, 2012, 07:18:41 PM
okay, so Diddy helped me for what I think was an hour, on makign a THP.  made it, but then i found out i cant use it cuz i use gecko. is there any code that allows THP's to eb used on Gecko?
25  Help & Tutorials / Help / Alternate File Loader help on: May 27, 2012, 09:04:13 AM
okay, i have betrying this for an hour or two. I have a wavebird wireless gcn controller. here is my code:

Alternate File Loader [Almas]
C23FA350 00000020
90C20000 90E20004
91620008 90A2000C
90620010 91220014
91420018 9182001C
3D800004 618C86C0
3D60805A 3CA0452F
60A57066 90AB7C14
816B7C22 3C608057
60639FF0 84A30010
2C050000 4182008C
7C055800 4082FFF0
3CC04545 60C62F53
7C062800 4082001C
3D60804D 616BE4B0
A16B0000 A1430008
7C0A5800 41820050
88A30004 A1430008
39200000 A0C30006
64C68152 7CC66214
3CE0804D 60E7E4A8
39290001 7CCC3050
38E70008 2C090005
4182FF94 89660000
7C0B2800 4082FFE4
A1670000 7C0B5000
4082FFD8 A143000A
3D60805A B14B7C16
80C20000 80E20004
81620008 80A2000C
80620010 81220014
81420018 8182001C
8C040001 00000000

Alternate File Data
0657A000 00000010
616C636F 1300E27B
01C05941 00000000

I have a folder called YA. i hold y then a. press start. select a stage then let go after it loads. teh alt file didn tload. i pressed y adn a as selecting my character. didnt work. i tried it adn tried it ad it didnt work. anyoen help plz!?
26  Help & Tutorials / Help / Odd freezing on: May 18, 2012, 04:07:49 PM
k, so i downloaded marth over d3, then i donloaded mew2 over marth. all works. then It starts to freeze right before the anouncer says "and the winne ris..."
27  Help & Tutorials / Help / Zelda Fit Motion not working on: May 12, 2012, 01:23:54 PM
I replaced animtions of zelda's with ness's and it doesnt show. in brawl box it does tho.
28  Help & Tutorials / Help / Freezing? on: May 11, 2012, 05:42:42 PM
Ok, so, i ported a yoshi model over to pit dont ask why. it works fine. all under the filesize. but, when i port animations, the file size is still teh same, but it freezes. if i make the fitmtoion normal, its bigger but works. if i remove teh bow article and used fixed animations, it works. anyone know how to make it so i can get this to work?
29  Help & Tutorials / Help / size mod VIA PSA? on: May 06, 2012, 03:32:44 PM
Is it possible to make a model change size via PSA, rather than animation, whether its one slot or not?
30  Help & Tutorials / Help / Play Wii ISO's over a wi-fi connection? on: May 05, 2012, 10:32:07 AM
Is there a way I could play my brawl iso over a wi-fi conenction? Like, i dont use a usb or a disc? My ipod broke (i am pretty sure because it isnt turnign on) and i sued that to play brawl. So no brawl unless there is a way, whhich is what I would like to know.
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