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Author Topic: Let's look into Module Fíles (.rel) - Defensive Collision is now!  (Read 168803 times)
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pikazz
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    « Reply #45 on: May 08, 2012, 08:43:04 AM »


    That's great! Also pikazz, you said the module files are coded in ASM, is it possible to already start parsing these files without doing something else with these files?
    I dont know what to say to that Im srs here
    yes but extremly difficult since you have to know what the things are, what offset it is or linked to.
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    « Reply #46 on: May 08, 2012, 12:19:40 PM »


    I FOUND OUT SOMETHING ON NORFAIR REL!

    I made so the lava at the bottom deals 40 damage instead for 14 and you get launch diagonally Down-Right instead for straight up! Cheesy

    EDIT: now I know how to the edit magma (the magma that rises from the bottom):
    Damage
    Direction
    Weight Knockback (?) (untested and dont know what Weight Knockback does)
    Knockback Growth

    currently I looking for the bones attachment to collusion, the flags and it's refresh rate Im srs here
    want to make the magma will freeze you instead or adding you 1-2 damage each half-second with "no-flinch" flag if you are in it

    and now I have found the magma walls damage Cheesy
    but both of the walls sharing the same value so you can't make one of them does 8 and the other one does 20 :/

    just the Magma Wave left to find :3 (the wave you must enter the safity zone or shield against)
    when I need to find the rest of the attack (flags, directions, refresh rate ect)

    I also found a bres and mdl0 note in Sora_melee o-o
    and all the character in Caps too but I didn't take a pic of it Oh shi~
    if you find a way to change the bone index and size of the hitbox and flag  ppl can atleast make stage with collisions  on stages that already harms you like norfair Tongue

    an interesting one would be mario bros to find out how the enemies collisions work and how to change them Tongue
    « Last Edit: May 08, 2012, 12:20:41 PM by Carnage » Logged


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    « Reply #47 on: May 08, 2012, 04:09:16 PM »


    Very nice Pikazz that you got to this point.

    Unfortunately, AA beat you to the punch.

    In the meantime, can you find out if the hitboxes use PSA style commands in the .rel?

    Any extra info you find WILL be added to my thread.
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    « Reply #48 on: May 08, 2012, 10:37:35 PM »


    Very nice Pikazz that you got to this point.

    Unfortunately, AA beat you to the punch.

    In the meantime, can you find out if the hitboxes use PSA style commands in the .rel?

    Any extra info you find WILL be added to my thread.
    AmazingAmpharos? o.o did he found this already?

    it doesn't look like hitboxes used PSA D:
    but I might have wrong, let me look more deeply
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    « Reply #49 on: May 26, 2012, 03:28:48 PM »


    Sora_Melee.rel
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    « Reply #50 on: May 26, 2012, 04:46:38 PM »


    The names are probably just references in the file. It's the coding we have to figure out.
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    « Reply #51 on: May 26, 2012, 04:47:58 PM »


    Yup. Viewing it in the Module Viewer 2.1 helps though, as it separates and organizes things in a more readable format.
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    « Reply #52 on: May 26, 2012, 04:49:58 PM »


    oh okay. i thought it was teh naem at the end after a fight, so i tried chanign lucairo to mewtwo, so that isnt it.

    Yup. Viewing it in the Module Viewer 2.1 helps though, as it separates and organizes things in a more readable format.

    oh okay. i'll take a look

    edit: is anyoen able to open sora_melee in the MV 2.1?
    « Last Edit: May 26, 2012, 04:53:18 PM by Dark Pit » Logged

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    « Reply #53 on: May 26, 2012, 05:38:27 PM »


    oh okay. i thought it was teh naem at the end after a fight, so i tried chanign lucairo to mewtwo, so that isnt it.
    Those are in main.dol. They're one of the two instances where the names are First Caps, with the other being the names that show up in Records.
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    « Reply #54 on: May 26, 2012, 06:17:26 PM »


    oh okay. i thought it was teh naem at the end after a fight, so i tried chanign lucairo to mewtwo, so that isnt it.

    oh okay. i'll take a look

    edit: is anyoen able to open sora_melee in the MV 2.1?

    I am.

    It takes a while to open though.
    « Last Edit: May 26, 2012, 06:24:01 PM by Eternal Yoshi » Logged


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    « Reply #55 on: May 26, 2012, 08:49:17 PM »



    Funny thing is, I already wrote about that MarioD reference a few months back: http://tcrf.net/Super_Smash_Bros._Brawl#References_to_debug_characters
    It doesn't have anything pointing to it though.

    And about the list of character names, those are just the instant slot names of all the playable characters (including the forbidden 7), using the Japanese name listing (I.E. Koopa being Bowser's name in Japan).
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    « Reply #56 on: May 27, 2012, 05:23:56 AM »


    I am.

    It takes a while to open though.


    oh okay, cuz when i try to open it, it crashes :/

    Funny thing is, I already wrote about that MarioD reference a few months back: http://tcrf.net/Super_Smash_Bros._Brawl#References_to_debug_characters
    It doesn't have anything pointing to it though.

    And about the list of character names, those are just the instant slot names of all the playable characters (including the forbidden 7), using the Japanese name listing (I.E. Koopa being Bowser's name in Japan).



    oh okay. THAT makes sence
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    « Reply #57 on: May 27, 2012, 06:38:22 AM »


    oh okay, cuz when i try to open it, it crashes :/


    blah blah blah .NET Framework 4.0 blah blah blah
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    « Reply #58 on: May 27, 2012, 11:57:17 AM »


    trying to look how the collusions are exactly stored.
    so we can change the collusion to a grab or an other collusion or null it

    believe it's the same way it are stored like in SMW.

    first it load a offset, I take example the mario status
    when we store some value in it example 00 = small, 01= big ect.
    like a old CD player

    it's pretty old anddont know how much asm have evolution D:
    but its better than nothing Im srs here
    « Last Edit: May 27, 2012, 12:03:07 PM by pikazz » Logged

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    « Reply #59 on: May 27, 2012, 02:55:37 PM »


    trying to look how the collusions are exactly stored.
    Laughed at the bold.
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