Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 25 26 27 [28]
Author Topic: Let's look into Module Fíles (.rel) - Defensive Collision is now!  (Read 168885 times)
0 Members and 1 Guest are viewing this topic.
pikazz
Heroic Kitten
**
Offline Offline

Posts: 2286


Machinimator!

  • Awards Renowned Hacker Good Citizen Pin Collector Helping Hand

  • View Profile Awards
    « Reply #405 on: April 18, 2022, 02:28:22 PM »


    Hello everyone.

    I am going to be an evil mess and revive this topic I created years ago, so I am sorry in advance for the mods and the rules.

    However, I have returned after 5 years of slumber from KC-MM.

    Adding Defensive Collisions is now a thing:
    I have been doing alot of work thanks to PW's notes about the internal Memory and shared most of my findings on Discord, but never here specifically.

    So, I have been successfully added a reflect.
    https://www.youtube.com/watch?v=DLN1m4T8Ihc

    also have added an absorb that heals.
    https://www.youtube.com/watch?v=HKS5DPCN_rw&feature=youtu.be

    And now also a Counter defensive collision.
    https://www.youtube.com/watch?v=FS1ezSPIR9w&ab_channel=pikamaxi
    Sadly this counter doesnt have the "damage multiplier" yet like Marth and Ike has.

    And today, I just released a guide on how to add defensive collision!
    Right now as I writing this, I have only added for Counter so far, but in the near future I will also add Reflect and Absorb to this document.

    You can read the guide here:
    https://docs.google.com/document/d/1RPk84JlxisPdEYvg0qGZpK4GYTkS-1fu4lr9mN7ocrs/edit#


    My mission is soon complete with figuring out the defensive collisions and find more ways to make the future PSA's more creative and being less limited.

    Speaking of Limitation, my current interest is to find an effective way to add new Actions.
    Right now, I have been 95% successful to add more actions to both Jigglypuff and Lucario, thanks to PWs memory notes.

    There are some weird side effects as of right now.
    Both works perfectly in the game (loads normally and can exit the stage normally)

    But for Jigglypuff, only one of jigglypuff can be at the match! if any more jigglypuffs are spawned, only the last spawned one will be able to move while the others are stuck in t-pose.

    For lucario, they cant respawn after death. They might also lack the "graphical hit effects" when they hit an opponent, if Aura does have an "graphical hit effect"

    As soon as I am able to add new actions that are 100% free, I will make another guide.
    But if anyone wanna help me to find out how and why these side effects are happening, please contact me on Discord, as I have been rarely logged in here.
    Logged

    Stupid Tinypic :C

    Ricky (Br3)
    KC:MM Family JesterㅤThe Last One Here
    Administrator
    ******
    Offline Offline

    Posts: 7777


  • Awards KCMM Storyteller Decade Staff RAGE!! Warm Welcomer

  • View Profile WWW Awards
    « Reply #406 on: April 19, 2022, 06:28:36 PM »


    Good job, not much else to say. Brawl modding has really been kicking the [censored] out of old hurdles lately.
    Logged

    ㅤlㅤ

    ㅤlㅤ


    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Good Citizen Pin Collector Helping Hand

  • View Profile Awards
    « Reply #407 on: November 14, 2022, 11:56:41 PM »


    Hello again,

    I have been now on a spree and figured out how actions works inside & out.

    Maybe not exactly everything, but enough to figure out all the offsets and data that needs to be changed to increase the action count for all characters flawlessly.

    There is not really much custom coding to fix it, as most of the offsets are static.
    But the main issue is that its rather tedious: over 48 changes that you need to do to get it flawlessly.

    Here is a guide on how to add actions to one character, with details and examples on every offsets that need to change:
    https://docs.google.com/document/d/11Hq3RIDt9HvH87QEnnpjE6VMyEF9ab-FcIexqTnBsFg/edit#

    Speaking off static: While all the offsets you need to change is pretty much static in their placement, the "code group" they are in usually is not.
    It would be hella great to found a way to automatimize this progress, but I will sadly not be the one who will make such a thing
    Logged

    Stupid Tinypic :C

    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Good Citizen Pin Collector Helping Hand

  • View Profile Awards
    « Reply #408 on: January 04, 2023, 11:21:49 AM »


    Hello again dear thread.

    I am once again bumping up this thread to say that I have been able to add one Article/Projectile to a character lacking any projectiles:

    Marth has now an Article!
    <a href="http://www.youtube.com/watch?v=IQn45KT39uM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=IQn45KT39uM</a>


    Well not 100%
    Its 100% added through the Module side of things, but with how hard it is to add any custom data sections/articles/Paramnodes in a PSA file. I had to use the FitIke.pac file as a base for this to work ingame.
    As soon as we can add articles through PSA (like PSACompressor) or another standalone program, adding these would be much easier.
    Heck, I would even pay someone to make such a program for me just so we can get forward in the Article department.

    Right now I am currently in the making of "replacing" an existing article with another article.
    Like replacing Ness PK Fire to like Sonics Spring would be a huge step in this department.
    But this is currently on halt due the PSA rebuilder problem.

    I did something similar with an "Item Article", by replacing Jigglypuffs Sleephat with an "Null Article" with toonlinks bomb attached to it. The "Article bomb" spawns in the middle of the stage, while the "item Bomb" spawns in Jigglypuffs hand.
    <a href="http://www.youtube.com/watch?v=W65rPxPGSWY" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=W65rPxPGSWY</a>

    But I wanna try with a real article

    Thats not all folks!
    I have also dug deeper onto how soStatusUniq works and ported these over to other characters to see how well they work. I also successfully added a "Search Collision" to characters ("Inert" according to PSA)
    I was able to port over Zeldas Final Smash of 99% working, Ikes Final Smash 99% working, Lucarios Final Smash AND Up B fully working.
    You can check out the result down here.

    <a href="http://www.youtube.com/watch?v=MpD_007OGNg" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=MpD_007OGNg</a>

    <a href="http://www.youtube.com/watch?v=2HdXCtWhDNQ" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=2HdXCtWhDNQ</a>

    <a href="http://www.youtube.com/watch?v=gyhsdjodcl4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=gyhsdjodcl4</a>

    <a href="http://www.youtube.com/watch?v=y47AggVOiN0" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=y47AggVOiN0</a>
    Logged

    Stupid Tinypic :C

    Pages:  1 ... 25 26 27 [28]
    Print
    Jump to: