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 31 
 on: November 21, 2018, 09:40:03 PM 
Started by sonic xtreme99 - Last post by windhunter7
Hi! I'm really confused by what you're saying, but have you tried checking out my tutorial on it?

http://forums.kc-mm.com/index.php?topic=75252.0

 32 
 on: November 21, 2018, 07:27:58 AM 
Started by Taiko - Last post by cgifurniture
Thanks for sharing!

Post Merge: November 21, 2018, 07:28:54 AM
Thanks for sharing!

 33 
 on: November 20, 2018, 10:15:18 PM 
Started by YTPCD-i - Last post by Sir Ethan
Can Michael Rosen be in this pack too?

 34 
 on: November 20, 2018, 04:16:41 PM 
Started by Lasercraft32 - Last post by Lasercraft32
I'm making a mod, called Super Smash Bros. CLRS. I used Brawl Minus as a base, but I wanted to change Subspace Emissary into it's own story, but the character select doesn't show half the characters, and the levels with Ivysaur and Charizard don't work right. Does anyone know how to fix it? Is there a way to change which characters appear in each level?

Thanks if anyone can help me.  Tongue

 35 
 on: November 20, 2018, 01:23:27 PM 
Started by sonic xtreme99 - Last post by sonic xtreme99
ok so i'm trying to import a animal crossing model luckis and wen i import him the model i importid dos not floow 
the annames help! Embarrassed
i know it's the bones but how do i do lukey's schanitin to my model?
i'm using blender buy the way Shocked

 36 
 on: November 20, 2018, 09:13:43 AM 
Started by StarWaffle - Last post by BraveDragonWolf
Anyone still interested?




Yeah, it's "JoeT.E.'s model from Smash Wii U. I have the hair a faces from my original import on this model to save a little rigging time there.

 37 
 on: November 17, 2018, 06:54:39 PM 
Started by average modder - Last post by wiiztec
They're selected by character ID and pokemon trainer's pokemon are the non independant versions. I didn't type out pokemon trainer's for no reason you know. to add characters you edit this line

li r3,0x34   #sets paramater for value range to randomly select from to 0x00-0x34

to li r3,0x(1 greater than ID of highest character ID you want included in the random selection)

Then you need to add to those branches at the end to exclude at least the empty slots since they'll crash

Also you need to edit this

hook:806DEFD4
stwu r1,-128(r1)
stmw r2,8(r1) #create stack frame
lis r14,0x8058
ori r14,r14,0x8003 #loads ASV data bank address into r14
lis r15,0x9018
ori r15,r15,0x0FB8 #loads the address of player 1's mem2 character ID into r15
loop:lbz r18,-3(r14) #loads first picked char ID from player ASV data
cmpwi r18,0xCC
beq drc #branches to don't replace character if char ID is CC (sanity check for if you unpick all chars with the CSP's)
cmpwi r18,0x3D
bne nr1 #branches to not random 1 if char ID isn't 3D (my invented ID for random)
mflr r27 #preserves contents of link register in r27
bl -0xA8 #branch & links to random in the match part C2 code above
mtlr r27 #restores link register contents from r27
nr1:lhz r19,-2(r14) #loads first picked char costume & portrait ID's from player ASV data
stb r18,0(r15) #stores first picked char to mem2 char ID address
sth r19,5(r15) #stores first picked char costume & portrait ID's to mem2 char ID address +5
b co #unconditioal branch to continue on
drc:lbz r3,184(r24) #loads CSS character selection (original instruction at 806DEF94)
stb r3,152(r23) #stores char ID to be loaded at start of match (original instruction at 806DEF98)
li r6,0 #sets r6 to 0
sth r6,157(r23) #stores r6 as player costume & portrait ID (original instruction at 806DEFCC)
co:addi r14,r14,0xA0 #adds offset to next player ASV data
addi r15,r15,0x5C #adds offset to next player mem2 char ID address
addi r22,r22,1
cmpwi r22,6
bne loop #increments loop counter and allows escape once instructions have been run through for all players (?why 6 not 4?)
end:lmw r2,8(r1) #reloads previous register values back from the stack
addi r1,r1,128 #sets stack pointer back to where it was before now that the space is free again

And add 0x04 to the bl -0xA8 line for each line you add to the other code, you count in hex like 0, 4, 8, C, 10,14,18,1C,20 etc so for example if you added 5 line's you'd change it to -0xBC

 38 
 on: November 17, 2018, 07:50:27 AM 
Started by Jaklub - Last post by sonic xtreme99
Sawndz 0.12
The tool to make your sound-replacing much easier.
Downloads
Looking forward the feedback. Thanks for attention.

how do i use it? not impressed

 39 
 on: November 15, 2018, 11:30:00 AM 
Started by shadowtheboss - Last post by shadowtheboss
Hey can anyone convert shadow' s assist trophy model to work with sonic's bones?  I've been wanting to use the assist trophy model over sonic but it's not rigged right can someone do this for me please?

 40 
 on: November 13, 2018, 03:24:05 PM 
Started by YTPCD-i - Last post by YTPCD-i
CHARACTERS SO FAR

Mario

DiC Mario (eye texture may change to fit the Super Show's Pacman eyes)


Lou Albano Mario


Malleo


Mario Movie Mario


Hotel Mario IS currently in progress right now, but as of now his model is incomplete

Luigi

Mama Luigi


Gay Luigi's textures are done, but I'm not sure how to make him look MORE like Gay Luigi besides making him fatter

Peach

DiC Peach (her Melee model works surprisingly well for this)


Andypeach


Currently open to possible recommendations to fill the extra slots! CD-i Peach is planned.

Link

CD-i Link (Shield may be subject to change. Also credit to GBC and Dot for the model!)


Planned: DiC Link

Ganondorf

CD-i Ganon (Credit to DrKoala for the original model!)


King Harkinian (Placeholder model I hope, and I plan on giving him a different character slot all in all with a whole https://i.imgur.com/FWPqb6x.pngur.com/FWPqb6x.png[/img]

Kirby

Kirb (Not sure how to make him look more like the Kirb pic and less like Classic Kirby though)

Post Merge: November 14, 2018, 03:33:49 PM
Ontop of the mods I've made/modified from other people's, there's some mods in the game that are already pre-existing, such as Spongebob over Lucas and King Koopa over Bowser. Sound effect hacking is in progress, and is aiming to replace the narrator entirely with word spliced samples of the DK Rap announcer. Ed Edd n Eddy sound effects take place of the common fighter sound effects as well, and most of Mario's voice clips are now popular YTP quotes, whether it be from the DiC cartoons or Hotel Mario.

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