So I've decided to back up all of my Wii games to prepare myself for when my disc drive inevitably goes kaput, and I've managed to get mostly everything working fine.
However, Brawl doesn't seem to work quite as well as everything else. Every time I try running it through WiiFlow, the game boots up, stays running, then tells me to insert the Brawl disc into the disc drive. What's ironic is that even if I have the disc in, I still get the error.
Since this is a Brawl modding website, surely someone has encountered something similar and knows how to fix this issue? For the record, Metroid Prime Trilogy has a similar issue where it plays for a little bit, then crashes, but I don't think it's an issue with dual-layered discs since Other M works perfectly fine (albeit with a little bit of lag).
I've tried installing a bunch of IOSes, but nothing has seemed to resolve this issue. Any advice?
Well Wiiscrubber decided to be lousy and keel over and die, so now I can't test anything. Does anyone know if there exist any other programs that have a similar function that I can use to inject stuff into an ISO?
In a nutshell, this project's goal is to make Samus more like she was in Other M.
Namely, make her much more agile and mobile. And a lot more physical as well.
So what changes will be made? Here's a tentative list of everything that will be modified.
-Samus has all of Zero Suit Samus's attributes, such as her run and jump velocity. -Goes into Morph Ball Mode when crouching. -It would be lovely if we could give her the ability to "crawl" so we can make her roll around in Morph Ball Mode, but seeing as how Samus has a pretty low filesize limit, this may not happen. -Tweaked animations. For example, using Captain Falcon's run animation in place of her own. -Total PSA and animation overhaul
We're probably changing more than this, but some of the things may have slipped my mind. /:
So how different will her moveset be?
~Moveset~ *Keep in mind that this moveset is tentative and subject to change*
AA Combo: The Same
Side Tilt: Grapple Whip (Samus uses the grapple beam as a whip. Can be angled up or down) Down Tilt: Morph Ball Bomb Up Tilt: The Same(?)
Side Smash: Missle (Fully Charged shoots Super Missiles, non-full charged shoots Homing Missiles. Can also be angled) Down Smash: 5-Bomb Drop Up Smash: The Same (Hopefully not for long, this really needs to go)
Neutral Air: Samus uses her Grapple Beam as a whip and spins around. Forward Air: Samus double kick's the air infront of her. Back Air: The Same Down Air: The Same Up Air: The Same
Neutral B: Charge Beam (The difference here being that she fires weak shots that don't make the foe flinch, and can be charged while holding B. Able to move around with charge, if possible) Side B: Screw Attack (Horizontally, this time. Think MP2/MP3) Down B: Power Bomb (Works like Ganondorf's UTilt. It auto charges then releases a large dome of energy which will deal roughly 20% or so. Unleashing the energy deals 10% to Samus herself.) Up B: Shinespark
Down Throw: Overblast. Samus flips the charater onto the ground then fires her beam at them. Damage varies depending on the active beam and the charge that it's at.
Forward Throw: Samus spins around slightly crouched and stretches out he leg and kicks the character in the upper torso. 8%
Back Throw: Lethal Blow. Samus spins around the character pulls and blasts the character from their back. Again, damage varies on the beam and it's current charge state.
Up Throw: Samus lays on her back and double kick's the character straight up. 9%
Red means it hasn't been done yet. White means it has been completed.
Think you can handle that?
1. Fix the N-air (including GFX glitches) 2. Change the flags of the up smash (and GFX to common screw attack) 3. Get rid if z-air completely. Make her dodge instead. 4. Make samus' gun not expand in taunts/etc. 5. Make Samus not turn into ZSS (done via code) 6. Edit SFX
AA: Two claw swipes, right and left. A bit like Bowser's AA, but faster, weaker, and can cancel into his side tilt. 3% first hit, 5% second hit.
Side Tilt: A large slash across the body. Decent power and knockback, fairly slow. 12%
Up Tilt: Ridley crouches and sweeps his tail upward. Similar to Marth's up slash in look and functionality, good for juggling. 11%
Down Tilt: A low poke with his tail. Pitifully weak if the opponent is struck with the broad part of his tail, but powerful if the tip connects. Good range, good for spacing. 6% if hit with the tail, 15% at the tip
Dash Attack: Lunges forward and tackles the foe head-on. Simlar to Snake's dash, Ridley can go straight into his crounch and throw a down tilt as soon as the animation finishes. 8%
Side Smash: Similar to Charizard's forward smash in appearance, Ridley steps forward and swipes upward with his wing. Strong, decent knockback. 26% when fully charged
Up Smash: Breaths a spray of fire, similar in functionality to Mewtwo's up smash. Hit's 5 times, the 5th hit being the strongest. 2%-2%-3%-5%-21% when fully charged.
Down Smash: Ridley swings his tail around. Slow, but powerful if the tip connects. If the foe is struck by the base of the tail, the attack will simply trip the opponent. 10% if hit with the tail, 24% if hit with the tip
Nair: Tucks himself into a ball and does a flip, similar in appearance as Charizard's nair with sex-kick properties. However, towards the end of the animation, Ridley flicks his tail downward. If the tip connects, the opponent will be lightly sent downward. Not exactly a meteor smash, but similar in functionality. 11% for the normal attack, 5% if hit with the base of the tail, 13% if hit with the tip.
Fair: A quick, overhead slash. Weak, but little to no landing lag. Good for approaching and setting up for a smash attack. 10%
Bair: A quick backwards flick of his tail. Again, weak if hit with the base of the tail, but frightening if the tail connects. 6% at the base, 15% at the tip
Uair: Similar to Charizard's up tilt in appearance, Ridley quickly thrusts the pointy bits of his wings upward. Weak, good for juggling. 9%
Dair: Ridley plummets down until he hits the stage. If he lands, a slight shockwave will be sent out around him. Goes straight through aerial opponents, considerable landing lag. 10% dealt to aerial opponents, 12% dealt to grounded opponents.
Glide Attack: Does an upward slash, putting the foe directly above him. Weak, but can be followed directly by an up air attack. 8%
Grab: Grabs them. With his hands.
Pummel: Strikes them in the face with the tip of his tail
Forward throw: Goes for a homerun by striking the opponent with a bat-like sweep of his tail. 12%, good knockback
Back throw: Impales the target with his tail, then flicks them backwards. 4% stab, 7% throw
Up throw: Slowly ascends upward, doing damage to the opponent as he ascends, similar to how he'd grab Samus and damage her in Super Metroid. Finishes by plummeting and slamming the opponent on the ground. Hits 5 times, each dealing 1%. The final hit does 7%. Good knockback
Down throw: Slams the foe downward with his tail. Similar in functionality to Mewtwo's down throw. Can be used to chain grab the opponent at low percentages. 11%
Neutral B: A three-stage charge attack. First stage: Acheived by simply pressing B. Fires 3 or four small fireballs in front of him, each dealing 3%. Also lightly juggles the foe. Second stage: Fires a stream of plasma from his mouth. Hits ten times, the first nine dealing 2% and the last dealing 8%. The last hit does decent knockback. Third stage: Launches a large fireball. Does massive damage and knockback, and multiple foes can be caught in the large blast radius.
Side B: A forward dash, similar in functionality to Ike's side B. However, unlike Ike's, he flies right through multiple opponents, and goes forward until the attack ends. Effective for horizontal recovery, but puts him in free fall. Does 20% fully charged.
Down B: Flaps his wings like a madman. Does light damage and almost no knockback, allowing the foe to be smacked with his wings a few times. There's also a light windbox in front of him, which can be put to obvious uses. 4% per hit, maybe about 5 hits
Up B: Ridley leaps up into the air and lands where the player directs him. Send out a shockwave upon landing, stuns enemies that are not close enough to be hit by the shockwave, but not retardedly far. Similar to DDD's up B, but can strike the opponent while he's ascending, as well as descending. 15% dealt while in the air, 18% shockwave, 4% stun
Final Smash: Ridley flies offscreen for a moment, then flies across, doing a massive bombing run. Each bomb deals around 15%. Similar to PK Starstorm, but more concentrated. Ridley flies across the screen twice before the Final is over. Heavy knockback, but not a OHKO.
-Has four jumps -Heavy, but fairly light for a heavy character (relatively easy to knock away) -Decent air mobility, more mobile than Mario, but less so than Wario -Shield lasts a bit longer than usual
Rundas - On Hold Indefinitely
*Note: This moveset is written up using Mario as the standard, with a 5/10 rating being the standard*
Weight: 7/10 Speed: 5/10 Air Mobility: 6/10 Average Strength: 7/10
A: A somewhat slow, diagonal swipe across the body. 2%, low knockback (so as to connect with the second hit) AA: A horizontal dual-slash in front of him, similar to Pit's Side Tilt. 3%, low but decent knockback
Side Tilt: An upward spinning slash, hits twice. 4% on both hits, decent knockback on the second hit.
Up Tilt: An upward-sweeping slash with both blades, comes out decently fast. 5%, low enough knockback to be useful for juggling or connecting with an aerial.
Down Tilt: A low stab with both blades. 4%, potential to trip.
Side Smash: A cross-chop. Comes out decently fast, similar to Falco's. 12% uncharged, good kill potential.
Up Smash: A combination of Pit's and Ike's. Swings his first blade up and across, then finishes by a second stronger swing with his second blade. 6% for the first hit, 8% for the second hit uncharged. Good knockback on the second hit.
Down Smash: He crouches down and spins on a pool of ice (to reduce friction, dur hur) with both blades extended. Hits three times. 4% for first two, 6% for the last hit. Slightly drags the opponent in, good knockback.
Neutral Air: A decently fast spin, similar to Lucario's. Hits twice. 4% for both hits.
Forward Air: Raises both arms above his head, then swings down with both and does a flip. Potential to spike. 11%
Back Air: A simple kick. Good knockback. 9%
Up Air: Does an upwards flip kick.Good knockback. 10%
Down air: Similar to Ness's, shoves his leg down with force. If he connects, he bounces upward slightly. Spikes. 10%
Neutral B (ground): Shoots a large chunk of ice. If the button is pressed twice, he shoots two. Freezes. 12%
Neutral B (air): Automatically shoots two chunks of ice. 12%
Side B (ground): Sends a wave of ice across the floor in front of him. If it connects, it freezes the opponent. 11%
Side B (air): Slides quickly along a path of ice. If it connects, it does not send him into free fall. If it doesn't, he goes into free fall. Can only be used once in air regardless. 13%, good knockback.
Down B (ground): Strikes the ground, causing to stalagmites to quickly rise from the ground. Slow, but powerful, excellent knockback. 15%
Down B (air): Dives at the ground. Upon impact, causes to stalagmites to rise with the same effect as above.
Up B: Similar to Squirtle's, but on a path of ice. Last's longer, goes farther, is a little faster, only hits once. 10%
Cryokinesis: Rundas shoots two beams of ice into the sky, causing it to rain large ice picks. Similar in functionality to PK Starstorm... but ice.
CoD Ray Gun
Assault Weapon Pack
If you would like to see videos of my hacks, come on over to this YouTube channel!
Samurai Goroh, Captain Falcon's long-standing rival bounty hunter, has finally joined the Brawl!
Originally the first project I intended to start, I have finally gotten around to... starting! Considering he's probably the number one character who I felt should have been playable, he will be taking priority over Mew, as I feel much more motivated for Goroh than I do Mew. Mew will, however, be completed. Eventually.
~~~TO DO LIST~~~
Get the model working over Ganon (HUGE thanks to Snoopy and his guide)
Fix the tiny-shield glitch
Fix the stretched-when-thrown glitch
Fix the glitchy hurtboxes
Start the moveset
Completed In progress Not yet started
~~~TENTATIVE MOVESET~~~ Specials: Neutral B - Fiery Sting Press B once and Goroh stabs forward with his sword, sending out a flame "spear," if you will. Can be charged. At full charge, he stabs, then swings his sword upwards to send out a wave of flame. Will probably use C. Fal's item swing animation.
Side B - Samurai Slash Goroh rushes forward, swinging his sword like a mad man. A simple move, it will probably be able to cover ground, but might not be useful for recovery. Will use Goroh's run animation from the Assist Trophy.
Up B - Rising Sun Goroh launches himself upwards, spinning in an upward drill-like fashion, with his sword extended. Surrounds himself in a spiral of flames, and hits multiple times with flame damage. Will use Wario's Up B animation.
Down B - Sumo Stomp Goroh raises his foot high, then slams it with tremendous force, causing an "earthquake" in front of him with multiple disjointed hitboxes. Similar to the Cloud PSA's Down B attack, with rock/dirt effects rather than dust. Might be a custom animation.
Mew, the most legendary of all Pokemon, has joined the Brawl!
Uhhh yeah! Project Mew has been in developement for, oh say, six months, mainly by my lonesome, but not without any help at all of course. However, progress is a liiittle slow. As you can tell, it's not exactly complete yet, but it's getting there!
~~~TO DO LIST~~~
Get the model working over Pikachu (Thanks to Serrix for adding the necessary amount of bones and Snoopy for fixing the invisibility glitch)
Fix the tiny-shield glitch
CSP Portraits (Thanks to Franco159487)
Fix the stretched-when-thrown glitch
Alternate costumes (Thanks to sageof6paths for Shiny Mew and diegoforfun for the Dark Mew texture)
Fix the glitchy hurtboxes
Finalize the moveset
PSA work (Special thanks to DivineOverlord for offering his assistance)
Custom Sound Effects
Completed In progress Not yet started Unsure if it'll even happen
~~~Moveset as provided by Get a Load of This!~~~
Each stat is scored out of 10 points. Size – 2/10 – Around Pikachu size. Weight – 3/10 – Not very weighty. Walk – 2/10 – One of the slower ones in the game, Mew's just doing breast strokes through the air. Run – 3/10 – Not much better. Does quick somersaults forward. Power – 3/10 – Mew's not really trying. Attack Speed – 5/10 – Some moves are rather sluggish. Range – 8/10 – Good range on almost all attacks, however... Priority – 8 to 2/10 – Disjointed hitboxes to the umpteenth degree, but a pittiance if it's attacking physically. Air Speed – 5/10 – Yeah, slightly faster to jump than to run.
Two jumps that travel incredible distances, but are actually very slow to rise.
Mew's general playstyle revolves around the fact that it's NOT trying. Mew is one of the legendary Pokemon. There is no equal on the Smash roster, period. For this reason, it dances around and moves very lazily, almost as if it is bored. Being hit does not appear to hurt Mew, it simply strikes a relaxed pose. Tripping just has it sitting down. Being floored leaves it reclining. For this reason, several of Mew's attacks don't actually deal any damage. Instead, Mew play relies on racking up damage with those moves that DO deal damage and then hitting with one of its non-damaging attacks, with knockback and keeping the opponent down with windboxes, to score a KO. It doesn't have much in the way of KO potential, so toying with the opponent to keep the damage high and keep them from recovering is nessicary.
Wait1 – It's just sort of floating there, bobbing up and down. Wait2 – It rocks back and forth Wait3 – It bounces up and down before coming to rest
Jab – Mew strikes what looks like a boxing position before striking a left jab. The hitbox is actually disjointed, hitting about the distance of Ike's f-tilt. Attacking again results in a right uppercut, sending the enemy a set distance into the air, which equates to about the distance from the floor of Battlefield to the space between the middle platforms and the top one. Both hits do 3%.
F-Tilt – Mew quickly goes barreling at its foe, arms widespread. This move extends about the length of a Battlefield platform. If it hits, it causes 10% and floors both it AND the enemy.
U-Tilt – Mew hides its face as a few hearts float out of it that can stun the foe if they connect. Does 4% damage. Has end lag.
D-Tilt – Mew strikes a pose, which causes a bright light to eminate from it and cause tripping. There is an initial start up lag. It causes 7%.
F-Smash – Mew appears to yawn. After this, the opponent is knocked away. The move does not cause any damage, but is a strong launcher. Cannot usually kill by itself, however.
D-Smash – A long distance shockwave that knocks anyone around it to be popped into the air, during which it appears to be mimicking a curtsey. Basically exists to set up for its aerials, and is sluggish to start up.
U-Smash – Looks up, before waving its arms, which causes anyone above it about a Zelda away to be knocked around in random directions before being launched like a pinball. Hits 6 times for 2% each, 3% if charged.
Dash Attack – A barrel roll.
N-Air – A mimickry of Mewtwo's old N-Air, except with heart effects. Lasts a long time. 1% per hit and shout deal about 9%.
F-Air – Mew waves to its opponent, pushing them away with a windbox. The closer it is, the stronger the windbox. The attack also knocks the enemy back if they're close enough. This gives them back their third jump, if they had one. This is just to avoid edgeguarding being TOO easy.
B-Air – It wiggles its tail at the opponent. This is functionally similar to its F-Air, except it hits downwards at a 45% angle and has less range.
U-Air – Mew creates a windbox above it that actually pulls foes TOWARD it before loosing a shockwave that puts a flower on an enemy's head. It gives a nod of approval.
D-Air – It mimics a plane crash, arms extended and barrel rolling towards the ground. If it hits something, it gets pushed downwards into the rest of the attack. If it hits the ground, it creates a weak explosion and looks as if it is laughing, causing moderate knockback and 7% damage. If it doesn't hit anything, it stops after a certain distance. The actual descent does not hurt anything.
Grab - BIG HUG, short ranged. Pummel – Squeezes the opponent tight. Is as fast as Lucario's and does 1% a hit. F-Throw – It plants a kiss on the enemy that stuns them, before backpedaling a short distance, waving and then launching them strongly, dealing no actual damage. This actually does have kill potential around 150%. B-Throw – Gives the foe a hard stare before tossing them away and shrugging. Deals about 6%. U-Throw – Gets very close to the foe before punching them hard, where the stomach would be. Launches straight up and does about 12%. D-Throw – Mew sits on the opponent for a while, invincible the entire time (in case of free for alls) and does a front flip that ends with it kicking the foe in the head. Leaves the foe on the floor and does 8%.
Get Up - It spins around and then strikes a bow, its tail stretched out and deals 3%.
Neutral Special - Swift- Creates a star a short distance in front of Mew, that stays stationary and harmless. Pressing the B button again afterwards then fires the star forward at the speed of Falcon's dash, doing about 7% with minimal, low angled knockback. Useful as a trap to set up another attack or break out of a combo if placed correctly.
F-Special – Telerush - Simply, Mew dashes forward like a missile, anything near it will be dragged along with it in a windbox. Travels about 1/3rd of Battlefield. Does not put it in freefall.
U-Special – Barrier - Purely defensive, Mew puts up a bubble around it that renders it impervious. It pops after about a second, tripping anyone near and creating a small windbox away from it.
D-Special – Metronome - Has four random effects. The first makes Mew rush forwards doing a powerful kick, which does 15% with killing potential if it hits and dealing Mew 7% if it misses. The second has Mew going stiff and falling to the ground, striking anything in its way and giving it invulnerability, which causes 10% if it hits. The third makes it stall for a moment before shooting a short ranged ball of electricity that deals 15% and larger knockback, and the fourth has it setting off an explosion that causes both it and whomever it hits to recieve 25% damage. This move has the potential to be Mew's most powerful attack, but may also hinder it.
Final Smash – Psychic - Mew holds nothing back for this move. First, it holds out its hand which does a short ranged darkness effect. If this hits, the screen goes black, and Mew hits the opponent forty times dealing 40%. The screen then lights back up, Mew gives the foe a quick poke, and the opposition is launched like crazy, usually a OHKO.
Taunts: Up – Flies around in different directions, starting with a backflip. Side – Turns, hides its face and flicks its tail in front of it. This is basically Luigi's kick taunt in function. Down – Grabs and plays with its tail. Results Screen: Victory 1 – Hides its face and wiggles its feet, laughing. Victory 2 – Sitting, it cleans its face for a moment and then looks at the screen. Victory 3 – Falls asleep lying on its belly, with its body parallel to the screen and its head turned away from it. Lose – Lounges about, waving its tail around. *SUBJECT TO CHANGE*
It's a new site, and by new I mean made-yesterday new, so give it a shot. If you have Pokemon-related hacks, feel free to post them there!
If you look for the Mew thread, however, you may be slightly disappointed to see that it has the same format as this one here. Sorry for the lack of creativity, but I am not about to re-type a whole flippin' essay on Mew.