Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 [2] 3 4 5
16  Super Smash Bros. Brawl Hacking / Programming / Re: SDHC Extension on: January 12, 2014, 10:17:50 PM
To use your disk, you must use Project M Launcher.
Gecko wouldn't work.
If you want to do USB loading, follow the instruction of M22k.
I don't like to talk about USB loading.
17  Super Smash Bros. Brawl Hacking / Programming / Re: SDHC Extension on: January 11, 2014, 09:15:19 PM
It should work, I think.
18  Super Smash Bros. Brawl Hacking / Programming / Re: SDHC Extension on: January 11, 2014, 08:59:43 PM
Yeah, you can use your 16gb card.
I'm not sure what you mean by second question, but I think there isn't anything that works with normal SD but not with SDHC.
19  Super Smash Bros. Brawl Hacking / Programming / Re: SDHC Extension on: January 11, 2014, 03:51:11 PM
That's strange...
You have to put files into private/wii/app/RSBE/pf if you are using normal FPC.
20  Super Smash Bros. Brawl Hacking / Programming / Re: SDHC Extension on: January 11, 2014, 03:18:16 PM
@ToadKart
This works with any code set. Brawl-, or whatever you want to run.
This works with hackless wii, but you have to find out some way to run the launcher.
smashstack with normal SD->switch to SDHC, or letterbomb with SDHC

@shadowXtreme
See what Mewtwo2000 says.

@Don Jon Bravo
Yes, you're right. As for AXNextFrame, iirc you can though I'm not sure.

@Shun_One
Yeah, this needs Project M Launcher but you don't have to launch Project M.
You can even launch Brawl- with it.

@Jade_Rock
No, because Gecko switches IOS to 38, which doesn't support SDHC.
Project M Launcher does the almost same thing as Gecko except for IOS switching.

@Mewtwo2000
I meant you couldn't use contents in USB. i.e., you cannot read pf folder in USB.
21  Super Smash Bros. Brawl Hacking / Programming / Re: SDHC Extension on: January 11, 2014, 09:45:19 AM
Yeah, you can.
So FPC3.5.1+RSBE+SDHC extension+Project M Launcher will replace both Gecko and Riivolution.
Though this doesn't support USB devices.
22  Super Smash Bros. Brawl Hacking / Programming / SDHC Extension 1.1[Reinsertion support] on: January 11, 2014, 09:17:59 AM
Now Project M 3.01 is out, so I release this:
Code:
SDHC Extension 1.1[Bero]
* C23CB3D8 00000004
* 546302D7 41820014
* 38600001 3C808058
* 60840300 90640000
* 2C1D0000 00000000
* C23EEE18 00000007
* 80610014 54630253
* 41820028 38000009
* 8061000C 5463C43E
* 38630001 1CC30400
* 3C60803E 6063EE58
* 7C6903A6 4E800420
* 80A1000C 00000000
* C23CB620 00000008
* 3D60805A 616B9350
* 816B0000 2C0B0000
* 41820024 2C040040
* 4182001C 39600001
* 91610008 3D60803C
* 616BB410 7D6903A6
* 4E800420 9421FFC0
* 60000000 00000000
* C23CB4AC 00000003
* 38C00000 2C160000
* 41820008 38C00001
* 60000000 00000000
* C23CB5D4 00000009
* 807C001C 2C030001
* 806DCE1C 41820034
* 80030000 90190000
* 80030004 90190004
* 80030008 90190008
* 8003000C 9019000C
* 3C60803C 6063B5E0
* 7C6903A6 4E800420
* 60000000 00000000
* 043EEA20 48191905
* 043EEC1C 48191709
* 06580324 00000028
* 3F008058 63180300
* 83180000 2C180000
* 4182000C 7CB92B78
* 48000008 7F2531D6
* 548006FF 4E800020
* 043EEB6C 481917E1
* 043EED68 481915E5
* 0658034C 00000028
* 3C608058 60630300
* 80630000 2C030000
* 4182000C 3B390001
* 48000008 7F39BA14
* 4E800020 00000000
* 043CBA24 481B48E1
* 043CBD60 481B45A5
* 06580304 00000020
* 3EC08058 62D60300
* 82D60000 2C160000
* 41820008 7C802378
* 7C040040 4E800020
* C23EE0BC 00000003
* 38000000 3C60805A
* 60639350 90030000
* 3C60805A 00000000

This code allows you to use SDHC cards with FPC 3.5.1.
Gecko speed+Riivolution SDHC support=SDHC extension

Requirement:
*SD or SDHC cards(SDXC cards don't work)
*System menu above 4.1(if you have IOS58 installed, it's OK)
*Project M Launcher

Usage:
1. Make GCT with FPC3.5.1 and this code
2. Run Project M Launcher
3. Enjoy!

NOTE:
If you experience freeze when you try to reinsert SDHC, please try to return to main menu before you reinsert SDHC, and then enter CSS.

Mmm... It works while the game is loaded with a proper IOS, no need to use the Project M launcher specifically...

I mean, Bero, you've said this doesn't support USB devices, but I'm using it on a USB device since the day you created it. Both "USB Loader CFG" and "USB Loader GX" work for me, with either the hermes cIOS based in IOS 57 (on IOS 222/223) or the d2x cIOS (on IOS 249/250).

Just in case somebody cares, Project M includes this code since version 3.0. That's why some people were able to run Project M from USB loaders with a SDHC. It'd had been impossible without this code.

The new Project M laucher is the easiest way to use the SDHC card with an actual Brawl disc though.
23  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: October 04, 2013, 04:36:20 PM
I included small debug codeset in AIScriptpad zip.
Visualizer code is this:
Training Mode AI Super Debuggah ALPA v0.1xgt [Dantarion]
* C2918964 00000010
* 901900B8 90820000
* 90A20004 90C20008
* 90E2000C 91020010
* 90620014 91420018
* 9162001C 91820020
* 3C00803F 600089FC
* 7C0903A6 3C608167
* 606375AB A099007C
* 3C809014 60840000
* 4E800421 38800001
* 98860005 80820000
* 80A20004 80C20008
* 80E2000C 81020010
* 80620014 81420018
* 8162001C 81820020
* 2C050000 00000000
* 4A000000 90000000
* 14140000 25303458
Go to training mode and turn on information window. One of them shows current executing routine.
24  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: October 03, 2013, 11:33:45 PM
They are defined in Routines.h.
Routines which start with "Unk" are unknown. But using Dantarion's visualizer code, you may figure out something.
25  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: October 02, 2013, 12:23:37 PM
AI works on every stage if it is coded properly.
Is this answering your question?
26  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 28, 2013, 05:23:41 PM
I think yes.
If I remember correctly, the label number was 2.
27  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 27, 2013, 05:44:21 PM
@E-scope12
Could you explain what you mean by "stage" more specifically?

@sluigi123
I would find the position where Fox uses up B and write like this:
if var0 > 0.5
    var0=0.5
elif var0 < 0.3
    var0=0.3
endif
if var1 > 0.5
    var1=0.5
elif var1 < 0.3
    var1=0.3
endif
AbsStick var0 var1

I'm not sure if I answered your question though.
28  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 25, 2013, 08:22:32 PM
Please use AIScriptpad2.0. Rebuilder of BrawlBox is made by me and it contains bugs.

First, create project specifying common3. It automatically exports scripts into source folder.
Then, create project of squirtle and copy 2040.as from common3 source folder and paste it in squirtle's source folder. Then, press Tool->Full build and squirtle's pac file is built in "Build" folder.

EDIT:
Squirtle's pac file is FitPokeZenigameMotionEtc.pac
29  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 25, 2013, 04:32:29 PM
@NEWB
Squirtle doesn't overrides default recovery AI so you have to take 2040 from common3 and paste it in Squirtle's source folder. Then, you can edit it as you'd like.

@Albafika
The language is easy to understand so you may not waste so much time Wink

@Kneato
It works like other programming language. * means "multiply" so "var14*=-1" means "change sign of var14".
30  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 24, 2013, 05:26:20 PM
A.
1. AIMain file is located in FitChar(Motion)Etc/FitCharEtc/ai_char/MiscData[2].
BJ's BrawlBox displays it as "CE", which is a name based on my misunderstanding 2 years ago.

2. You can find Fighter.pac in Disc/fighter/Fighter.pac. Fighter.pac is also buried in common3 so editing Fighter.pac is the same thing as editing common3. File Patch Code cannot load Disc/fighter/Fighter.pac and you will have to edit common3 if you would like to change overall AI behavior.

Further questions are of course OK.
Pages:  1 [2] 3 4 5