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16  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Super Smash Bros. 64 Remix on: April 26, 2015, 06:57:01 PM
You should consider adding some N64 stages into the mix. Like, not completely make those the only stages, but have them replace a few of the current stages.

I mean, you ARE making it like a crossover between N64 and Brawl, so why not have the stages be like that, too?

mainly because I only made this to kill some time [took around 2-3 hours to make], but in the future, if people want a "bigger" version of this, I can make it [although I would first add all the brawl characters, it should take between 4-5 hours ].

but right now I am really busy, so it would have to be in some months [it could wait until SSB64 Pal 16th anniversary.....].

I think right now the most important thing would be opinions, about how it feels, if something should be changed, etc.

and of course, it people want that "bigger" version.

Even though it doesnt try to be 1:1 clone, add some N64 costumes but why only 12 characters? I get it, original 12, but all characters can be worked out.

as stated above, I only did it to kill some time, if there is a positive reception, it will be expanded to the entire brawl roster [I already have an estimated amount of time it would require to do it].
17  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Super Smash Bros. 64 Remix [Update 11/19/15 - Version 1.2.0] on: April 26, 2015, 03:53:04 PM


INTRODUCTION
Super Smash Bros 64 Remix is a SSBB mod with the objective of bringing the fun and nostalgic feeling of SSB64 into brawl, without becoming a clone of any of the two, it will control like brawl but also like 64, having a “crossover” feeling on the gameplay aspect.

Things taken from 64 come in the form of no charged smash and air dodges, but characters will still conserve their side specials, crawls and tethers.
Gameplay is mostly focused on combos, so in that sense it a lot like ssb64, in other words “don’t get hit”.

Changes to the CSS have been done to give a more 64-like feeling, and stages from the original smash bros. have replaced the melee stages, along with a new special mode, characters have been buffed to be able to create more combos and put more pressure on opponents.

DOWNLOAD

IMAGES






CHANGES
v1.0.0
No airdodge
No charged smash
No ledge grab animation
Z-cancel
No auto-cancels on aerials
No meteor canceling
More hitstun
More shieldstun
Shield /gain is now the average between 64 and brawl
Less buffer
Harder perfect shields
Dash dancing
No tripping
Modified stale move negation

v1.1.5
-Added N64 stages (replacing melee stages)
-new special smash mode: Smooth (gives the players auto Z-cancel)
-attacks now do more shield damage
-N64 SFX
-Adjustments were made to make for a more pleasant experience

v1.2.0
-fixes to airdodges
-N64 stages on classic mode
   zelda - hyrule castle
   DK/yoshi - yoshi's Island (64)
   Pokemon - Safron City
   earthbound o fire emblem - Kongo Jungle (64)
   kirby - Dreamland (64)
   metroid/pikmin - planet zebes
   star fox/f-zero - zector Z
   Mario - Peach's castle
   IC/G&W/R.O.B./Pit - how to play (64)
   snake/sonic/wario - mushroom kingom (64)
   2nd to last - battlefield
-Perfect shield window is now 2 frames
-added No air dodge in tumble code
-added fastfall during tumble code
-added no air dodging/gliding/water lag code
-fixed images for N64 stages

CHARACTER CHANGELOG
Mario
v1.0.0
------
v1.1.5
*Dair SDI reduced [1.5>0.75]
v.1.2.0
*utilt has less knockback growth
*dtilt is 10% faster
*up special has less SDI [1>0.5]
*fair angle changed [280>290]
*AAA combo has no SDI
*dash attack is faster [x1.1]
*neutral special has less endlag [43>36]

Luigi
v1.0.0
------
v1.1.5
------
v1.2.0
*less sdi on dash attack [1.6->0.8]
*less sdi on down special [1->0.8]

Bowser
v1.0.0
------
v1.1.5
------
v1.2.0
*Dash attack shield damage [1->5]
   knockback growth [30->25]
*AA combo shield damage [0->2]
*s-tilt damage [11->12]
*u-tilt damage [12->13]
*l-tilt damage
   first [14->15]
   second [11->12]
*Nair damage [13/9->14/10]
   shield damage [0->1]
*Fair damage [13/12/11->14/13/12]
   shield damage [0->1]
*Bair damage [15/7->16/8]
   shield damage [0->1]
   hitbox change frame [11->13]
*Uair damage [17->18]
   shield damage [0->1]
*Dair damage [3->4]
   shield damage [0->1]
   last hit baseknockback [10->30]
*all smash shield damage [0->2]
*S-Smash hitbox added near bowser's body
*Nair landing lag [24->22]
*Fair landing lag [24->20]
*Bair landing lag [35->28]
*Uair landing lag [28->24]
*Dair landing lag [40->30]

Peach
v1.0.0
------
v1.1.5
------
v1.2.0
------

Donkey
v1.0.0
------
v1.1.5
------
v1.2.0
*faster dash attack [x1.1]
*dash attack angle changes [50/100->60/90]
*First normal attack SDI [1->0.8]
*Faster fair [x1.2]
*Fair landing lag [30-26]
*Dair landing lag [31-29]

Diddy
v1.0.0
------
v1.1.5
------
v1.2.0
------

Yoshi
v1.0.0
------
v1.1.5
------
v1.2.0
*Air jump has super armor
*Dair shield damage [0->1]
*Fair is faster [x1.2]
   hitbox duration +1 frame
*grounded down special first hitbox shield  damage [0->5]


Wario
v1.0.0
------
v1.1.5
------
v1.2.0
------

Link
v1.0.0
------
v1.1.5
*grounded up-special angle [361->25]
*Fair is faster [x1.2]
*Utilt is faster [x1.2]
*uair landing lag [30->25]
*dair landing lag [50->30]
v1.2.0
*Bair second kick knockback growth [70->100]
   angle [361->40]
*AAA 10% faster
*D-tilt is faster [x1.1]
   hitbox duration +3 frames
*S-tilt is faster [x1.1]
*grounded Up-B knockback growth [72/80/80->100/100/100]
*air up special sdi [1->0.8]

Zelda
v1.0.0
------
v1.1.5
------
v1.2.0
------


Sheik
v1.0.0
------
v1.1.5
------
v1.2.0
*Side Tilt has SDI [0.5->1]
*Fair base knockback [0->30]
   knockback growth [108->100]

Ganondorf
v1.0.0
------
v1.1.5
*down special returns your air jump
*weak attack has more shield damage [0->5]
*Fair landing lag reduced [32->28]
*Dair landing lag reduced [35->30]
v1.2.0
------

Toon Link
v1.0.0
------
v1.1.5
------
v1.2.0
------
*Dair landing lag [40->30]

Samus
v1.0.0
------
v1.1.5
------
v1.2.0
*first normal attack SDI [1->0]
*first and second normal attack faster [x1.2]

Zero Suit Samus
v1.0.0
------
v1.1.5
------
v1.2.0
------
*Dair landin lag [40->30]

Ice Climbers
v1.0.0
------
v1.1.5
------
v1.2.0
------
*Uair lading lag [30->25]
*Dair landing lag [42->30]

R.O.B.
v1.0.0
------
v1.1.5
------
v1.2.0
------

Kirby
v1.0.0
------
v1.1.5
------
v1.2.0
------

Meta Knight
v1.0.0
------
v1.1.5
*Number of jumps reduced [4 now]
*Uair can't be airdodge canceled
v1.2.0
*Up special base knockback [90/70/0->80/60/0]
   knockback growth [80/30/100->70/30/100]
*neutral special SDI [1->1.5]

Dedede
v1.0.0
------
v1.1.5
------
v1.2.0
------
*dash attack has damage based heavy armor [4%]
   shield damage [3->6]
*Fsmash shield damage [0/4/0->5/10/5]

Olimar
v1.0.0
------
v1.1.5
------
v1.2.0
------
*Bair landing lag [15->20]
*Uair landing lag [30->25]

Fox
v1.0.0
------
v1.1.5
*side smash has less endlag [36->30]
v1.2.0
------

Falco
v1.0.0
------
v1.1.5
*Down special has more speed [1.2x]
*Air jump multiplier augmented [0.92->1.02]
*Fair landing lag [33->30]
v1.2.0
------

wolf
v1.0.0
------
v1.1.5
------
v1.2.0
------
*down special is jump cancellable

Captain Falcon
v1.0.0
------
v1.1.5
------
v1.2.0
------

Pikachu
v1.0.0
------
v1.1.5
------
v1.2.0
------
*Uair landing lag [24->20]
*Bair landing lag [30->25]
*Dair landing lag [40->30]

Charizard
v1.0.0
------
v1.1.5
------
v1.2.0
------
*Nair landing lag [22->20]
*Fair landing lag [32->22]
*Bair landing lag [22->24]
*Uair landing lag [22->26]
*Dair landing lag [35->30]

Squirtle
v1.0.0
------
v1.1.5
------
v1.2.0
------

Ivysaur
v1.0.0
------
v1.1.5
------
v1.2.0
------

Lucario
v1.0.0
------
v1.1.5
------
v1.2.0
------

Jigglypuff
v1.0.0
------
v1.1.5
------
v1.2.0
------
*up-tilt third hitbox [on jigglypuff body]
*Nair landing lag [15->5]
*Bair landing lag [15->10]
*Dair landing lag [30->20]

Marth
v1.0.0
------
v1.1.5
*Utilt has less endlag [40->30]
*Dair landing lag [32->30]
v1.2.0
------

Ike
v1.0.0
------
v1.1.5
------
v1.2.0
------
*Up smash shield damage [0->3]
*side smash shield damage [0->4]
*down smash shield damage [0/0/0->2/3/1]

Ness
v1.0.0
------
v1.1.5
------
v1.2.0

Lucas
v1.0.0
------
v1.1.5
------
v1.2.0
------

Mr. Game & Watch
v1.0.0
------
v1.1.5
------
v1.2.0
*Dtilt angle [20/361->80/90]

Snake
v1.0.0
------
v1.1.5
------
v1.2.0
------
*Uair landing lag [22->25]

Sonic
v1.0.0
------
v1.1.5
------
v1.2.0
------
*Fair landing lag [30->25]
18  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: The Smash 3 Project - Get Your DLC Early on: October 30, 2014, 02:40:29 PM
thnk u!! But i'm using WiiScrubber, and there isn't a folder named "sfx" just sound ► brstm.
what i have to do in this cases???
You need to insert the .sawnd inside the "smashbros_sound.brsar" file on the sound folder. you can use "super sawnd" for this, is I remember right, if not, then search for a way to insert it, but the file you are searching for is "smashbros_sound.brsar".
19  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 6.1s - Brawl- 3.Q ver. now available on: September 08, 2014, 06:41:21 PM
since I don't want to necropost [even tough this is basically off-topic], I will ask here
How do I use the MiscData editor [to change, all-star and events], I downloaded it, installed java, but don't know how to open it.
20  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: September 04, 2014, 04:09:00 PM
I have been making experiments by myself, but I couldn't get to a good result.

Just thought I might ask.
it's in the OP
21  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 07, 2014, 12:32:40 AM
Edit: How do you make a character compatible with rotation? [I guess one only needs a stock icon, but I don't know where the rotation files are stored].
22  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: August 03, 2014, 03:35:20 AM
My game freezes before the results screen, any suggestions?
do you have result portraits?
23  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: July 27, 2014, 04:35:56 AM
Is there by any chance a a pack of the files, the selcharacters.pac and info.pca/brres and ectectra, basically all files needed for adding the portraits and such that works? Like has space already in it to add in the images? With out editing pat files? Because no matter how hard I try it never works, if there was just the file that already made and confirmed to work.
EDIT: Let me be more specific, the files already have the patience files edited for the frame count. And have stock images in place to replaced for later use. I tried to use the nebulons packs selcharacters.pac but the game froze try to leave the character selection display and move to the array of icons, more specifically the newly added.


have you tried the cosmetic  template? [it doesn't have stocks]

http://forums.kc-mm.com/Gallery/BrawlView.php?ByUserID=5829&Moderated=All
24  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 08, 2014, 06:25:08 PM
You guys... Cheesy All I did was just change the title and do a bit of housecleaning.

I suppose there is one small feature that I've added that wasn't mentioned when I was last here. Here's a hint:



Besides the 100 character roster, there's one other thing. It's pretty subtle. Can you spot it?

Anyways, I'm sure you guys are all getting tired of waiting for version 2. For the most part, it's complete, I just haven't had a chance to test it on console yet. If you guys are alright with an unstable build, I'll go ahead and upload it in a few minutes here.

the icons are changed, the separation and they have some sort of layer thing on them [some of them are "on top" of others],,,,,,,,,??
25  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: April 05, 2014, 05:05:37 PM
My SDHC is 4GB, only using FPC and the SDHC Expansion. I had BrawlEx Working a couple weeks ago, now it just doesn't work :I
Also, I know the codes are being loaded because I had Infinite Camera working, it just seems as if FPC isn't working.

is your SD card locked?, there are lots of things that just stop working if the SD card is locked
26  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 04, 2014, 10:52:18 PM
That IS the S-Cancelling code lol.
I just checked my .txt and it matches the code that lets you shield during landing lag.
Got nothing to do with BrawlEx.

weird....as I said, it worked exactly like an L-cancel before using Brawl Ex, and even now it doesn't let me cancel into a shield during landing.....
27  Super Smash Bros. Brawl Hacking / Programming / Re: The BrawlEx Clone Engine on: January 04, 2014, 10:42:55 PM
is it just me or using BrawlEx and L-cancel [melee] makes it act like Z-Cancel [ssb 64]

here is the L-cancel code I'm using

L-cancel code
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000068
92210004 0000007C
58010000 000000C4
92210006 00000010
4A000000 805A0100
92210007 00000000
88A00006 00000007
88A00007 00000006
86A00007 BF800000
4A001004 00000000
32000036 00000018
4A001003 00000000
360000C4 80000000
92210005 000000C4
88900005 00000007
94210005 000000C4
360000C9 80000000
92210005 000000C8
88900005 00000007
94210005 000000C8
340000C5 80000000
38000076 FFF70008
140000C4 42140000
140000C8 40E00000
E2000003 00000000
4A001004 00000000
30000036 00000018
4A001003 00000000
360000C8 80000000
4A001002 00000000
92210005 00000040
88900005 00000006
94210005 00000040
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

before using BrawlEx it worked like L-Cancel [do a shield just before landing to halve the landing lag], but after using the clone engine it started to work like Z-Cancel [press shield button the moment you land to completely cancel landing lag]
28  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: [Official] Project M discussion: 3.0 Trailer! on: November 18, 2013, 07:31:16 PM
"The Clone Engine was created by Dantarion and ds22 and is for the use of the PMBR"....Sounds like a Project M only thing
29  Help & Tutorials / A/A Tutorials / Re: Change attacks depending on damages / how many times they are used on: October 30, 2012, 04:10:29 PM
Thanks, I'll try to do this for every character, maybe that way brawl will become more interesting
30  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Chaoszard's PSA / Moveset projects [working on : Super Counter for Ike] on: October 29, 2012, 04:02:48 PM
this are really good.......can you tell me how to do this kind of thing, or a good place where I can learn how to do this, I have some ideas I want to try with lot's of characters when they reach certain hit %


p.s. I love your Ike  Wink
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