Home Gallery Resources The Team Rules chat Login Register
Pages:  1 ... 9 10 11 [12] 13 14 15 ... 28
Author Topic: Let's look into Module Fíles (.rel) - Defensive Collision is now!  (Read 168782 times)
0 Members and 1 Guest are viewing this topic.
PhantomWings
Mega Kitten
*****
Offline Offline

Posts: 167

  • Awards Super Saiyan Topic Featured

  • View Profile Awards
    « Reply #165 on: December 19, 2012, 05:21:32 PM »


    Wow, nice job!

    Is the spin something you added or is it something that the code automatically does? I also noticed that you were able to bind the grab to Jigglypuff's Side-B - can you bind it to any action?

    I'm interested to see what else is handled by Method[3][16]. I know that the part of ike's FS that forces the target to the top center of the stage is most likely handled by it. Have you tried switching any other character's Methods around?

    Logged

    DoctorFlux(Mariodk)
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9387


  • Awards Infinite Smash Team Heart Container KCMM 2012 Awards Winner >9000

  • View Profile Awards
    « Reply #166 on: December 19, 2012, 11:51:57 PM »


    1 thing i will love if it gets discovered:
    port articles to others(even if it means replacing articles):
    like port pikmins from olimar to ike and replace Ike´s sword article

    if special grap with module is possible i think this will be possible to but maybe 200% harder to do
    Logged

    I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Pin Collector Good Citizen Helping Hand

  • View Profile Awards
    « Reply #167 on: December 20, 2012, 12:24:54 AM »


    Wow, nice job!

    Is the spin something you added or is it something that the code automatically does? I also noticed that you were able to bind the grab to Jigglypuff's Side-B - can you bind it to any action?

    I'm interested to see what else is handled by Method[3][16]. I know that the part of ike's FS that forces the target to the top center of the stage is most likely handled by it. Have you tried switching any other character's Methods around?


    the spin was something I added just to show it followed the grab and for a nice touch Tongue
    but the glitch when jigglypuff is looking at the screen after the grab was just a bad action choice, used one of it's "Rollout Action" D:

    no, I haven't but I am pretty sure it also contains Captain Falcons Final Smash data.
    will try to add/replace Ganon and Bowsers Grabs over some to see it work or something else happens!
    also, I wonder where the "switch" is for the character who switchs character o.o

    1 thing i will love if it gets discovered:
    port articles to others(even if it means replacing articles):
    like port pikmins from olimar to ike and replace Ike´s sword article

    if special grap with module is possible i think this will be possible to but maybe 200% harder to do
    articles will be REALLY hard work. but I think I know how it's called!

    EDIT: I believe I know how both the "Switchable" character works and how Attributes to special actions gets load to game!
    it's just a therody! I will try to give mario's final smash jigglypuff's finalsmash attribute which will make him "grow" 12 sizes of his own size!

    Post Merge: December 21, 2012, 05:58:51 PM
    I have looked some more onto articles and attributes to specials.

    I have theories about how everythings working, it will be pain in the ass to add articles.
    but I think we can add Counter, Reflect AND Absorbing pretty soon! That's something awesome!
    yet, it still theories... no actual evidence or something like that D:
    « Last Edit: December 21, 2012, 05:58:51 PM by pikazz » Logged

    Stupid Tinypic :C

    DoctorFlux(Mariodk)
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9387


  • Awards Infinite Smash Team Heart Container KCMM 2012 Awards Winner >9000

  • View Profile Awards
    « Reply #168 on: December 22, 2012, 10:36:11 AM »


    counter is possible over anyone with PSAing and reflect i think also
    Logged

    I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Pin Collector Good Citizen Helping Hand

  • View Profile Awards
    « Reply #169 on: December 22, 2012, 04:37:32 PM »


    counter is possible over anyone with PSAing and reflect i think also
    I mean the "real" way, the damage gets double that you get and can give 999% ect Im srs here
    Logged

    Stupid Tinypic :C

    Carnage
    God Kitten
    *******
    Offline Offline

    Posts: 7551


    (retired)

  • Awards Constructive Super Saiyan Topic Heart Container Starstormer

  • View Profile Awards
    « Reply #170 on: December 22, 2012, 04:40:17 PM »


    I mean the "real" way, the damage gets double that you get and can give 999% ect Im srs here
    you can do all that in psa also since you can see how much damage you took and decide what to give the opoenent
    Logged


    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Pin Collector Good Citizen Helping Hand

  • View Profile Awards
    « Reply #171 on: December 22, 2012, 04:49:13 PM »


    you can do all that in psa also since you can see how much damage you took and decide what to give the opoenent
    meh Im srs here
    Logged

    Stupid Tinypic :C

    DSX8
    Stage/Character Importer
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9288


    meow~

  • Awards Good Citizen >9000 King for a Day Heart Container

  • View Profile Awards
    « Reply #172 on: December 22, 2012, 04:50:52 PM »


    meh Im srs here
    he means srs business gais Shocked
    Logged

    Follow me on facebook and Twitter!!!
    https://www.facebook.com/DMNSLYRX8              https://twitter.com/Demonslayerx8

    3DS Friend Code: 0705-6436-8834              NNID: Demonslayerx8              PSN: Demonslayerx8



    Carnage
    God Kitten
    *******
    Offline Offline

    Posts: 7551


    (retired)

  • Awards Constructive Super Saiyan Topic Heart Container Starstormer

  • View Profile Awards
    « Reply #173 on: December 22, 2012, 04:52:13 PM »


    meh Im srs here
    counter is preety much psaable i doubt anyne would go to the trouble of module editing to add a counter or a refect to a char what we want are stuff like projectiles, minions and etc that we cant make by psa yet atleast so far since fake projectyles cant be reflected at all :S
    Logged


    pikazz
    Heroic Kitten
    **
    Offline Offline

    Posts: 2286


    Machinimator!

  • Awards Renowned Hacker Pin Collector Good Citizen Helping Hand

  • View Profile Awards
    « Reply #174 on: December 22, 2012, 05:13:52 PM »


    he means srs business gais Shocked
    that made me laugh! last time I checked on counter, it was impossible to do! including perfect reflect and absorb D:

    counter is preety much psaable i doubt anyne would go to the trouble of module editing to add a counter or a refect to a char what we want are stuff like projectiles, minions and etc that we cant make by psa yet atleast so far since fake projectyles cant be reflected at all :S
    but there is ALOT to add just one little single article Im srs here especially doing it without the rebuilder!
    but I will look more into it
    Logged

    Stupid Tinypic :C

    DoctorFlux(Mariodk)
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9387


  • Awards Infinite Smash Team Heart Container KCMM 2012 Awards Winner >9000

  • View Profile Awards
    « Reply #175 on: December 24, 2012, 07:46:38 AM »


    I checked on counter, it was impossible to do! including perfect reflect and absorb D:
    PSAs with counter attacks: Goku(almost Lucario´s), Shadow over DK, Scott Pilgrim, a DK PSA i found with a .gif image that shows the counter works, Waluigi over pit/diddy, possible more


    PSAs with refle/absorbs: idk any but KJP discovered it and it worked over a char. who dont got refle/absorbs

    so it is possible without module editing
    Logged

    I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

    KingJigglypuff
    Meme Machine
    Brawl Vault Staff
    ****
    Offline Offline

    Posts: 7206


  • Awards RAGE!! >9000 Hyperactive Contributor Heart Container

  • View Profile Awards
    « Reply #176 on: December 24, 2012, 07:56:22 AM »


    PSAs with refle/absorbs: idk any but KJP discovered it and it worked over a char. who dont got refle/absorbs

    so it is possible without module editing
    I never recall doing that on a PSA of mine. Which character did I do that on?
    Logged

    I don't take requests.

    My PSA Thread

    DoctorFlux(Mariodk)
    Never Gonna Give You Up
    *
    Offline Offline

    Posts: 9387


  • Awards Infinite Smash Team Heart Container KCMM 2012 Awards Winner >9000

  • View Profile Awards
    « Reply #177 on: December 24, 2012, 08:50:59 AM »


    I never recall doing that on a PSA of mine. Which character did I do that on?
    i dont remember but you did discovered it and made a guide for it
    Logged

    I Dont Take Requests & Dont Do Brawl Mods anymore Maybe Sm4sh modz later

    KingJigglypuff
    Meme Machine
    Brawl Vault Staff
    ****
    Offline Offline

    Posts: 7206


  • Awards RAGE!! >9000 Hyperactive Contributor Heart Container

  • View Profile Awards
    « Reply #178 on: December 24, 2012, 09:31:29 AM »


    i dont remember but you did discovered it and made a guide for it
    Oh.

    That was back when I didn't know much about PSA.

    And that guide will only work for characters with attacks that react to projectiles. Those characters are as followed: Fox/Falco/Wolf (Reflector), Ness/Lucas (Psy Magnet and Lucas' Side Smash), Zelda (Nayru's Love), Mario (Cape), Pit (Angel Ring and Mirror Shield), and R.O.B. (Arm Rotor). Also maybe Mr. Game & Watch (Oil Panic) as well.

    Other characters can use the reflection coding, but it's not always reliable. When activated in-game, it sometimes works, but sometimes it doesn't work. But it does seem to work often when the character is in the Intangible state.
    Logged

    I don't take requests.

    My PSA Thread

    PhantomWings
    Mega Kitten
    *****
    Offline Offline

    Posts: 167

  • Awards Super Saiyan Topic Featured

  • View Profile Awards
    « Reply #179 on: December 30, 2012, 01:50:19 PM »


    Hey Pikazz, have you tried doing anything with the soStatusUniqProcess objects yet? They seem to be responsible for the majority of the work done in complex actions such as Lucario's Up-B and Down-B, Falcon's Final or Link's standing shield. Also, if my theory is correct, they may also be responsible for ensuring that reflect/absorb collision bubbles work reliably.

    Before that, take a look at the module initializers. Initializer[0] will always create instances of ftExtendParamAccessor and ftClassInfoImpl. As we already know, the stClassInfo objects are responsible for instantiating stages, so the ftClassInfo objects must be responsible for instantiating the fighters. I'm not sure exactly what the ftExtendParamAccessor is for, but I think its name is pretty self explanatory.

    Anyways, both of these objects are bound to linked list nodes and added onto a linked list contained within the module's BSS Memory. The nodes contain the following parameters:

    0x00 Next
    0x04 Finalizer
    0x08 Instantiated Object

    The finalizer is used during Finalizer[0]. Finalizer[0] iterates through all of the linked list nodes and calls the finalizer method on the instantiated object.


    Returning to the soStatusUniqProcess objects, they are created in the remaining Initializers. So Initializers[1, 2, 3 ...] will create soStatusUniqProcess objects, bind them to Linked List nodes and add them onto the module file's linked list.

    The soStatusUniqProcess objects themselves are a bit of a mystery, but if I had to guess, Methods[1], [2] and [3] are called whenever the characters enters, is in and leaves an action respectively (Method[0] is the finalizer). Each method is called with the following parameters:

    r3=this
    r4=Fighter.soModuleAccessor
    r5=current action



    In any case, it would be worth analyzing exactly how these soStatusUniqProcess objects behave. Using these would allow a new level of complexity to character movesets.

    If you're going to analyze the routines though, you'll need some information on the modules. This is most of what I've discovered so far:

    Modules:
    (For more information on how to use this list, see my earlier post.)
    Code:
    0x00 so Rescource Module Impl
    0x04 so Model Module Impl
    0x08 so Motion Module Impl
    0x0C so Posture Module Impl
    0x10 so Ground Module Impl
    0x14 so Situation Module Impl
    0x18 so Team Module Impl
    0x1C so Collision Attack Module Impl
    0x20 so Collision Hit Module Impl
    0x24 so Collision Shield Module Impl
    0x28 so Collision Shield Module Impl
    0x2C so Collision Shield Module Null
    0x30 so Collision Catch Module Impl
    0x34 so Collision Search Module Null
    0x38 so Damage Module Actor
    0x3C so Catch Module Impl
    0x40 so Capture Module Impl
    0x44 ft Stop Module Impl
    0x48 so Turn Module Impl
    0x4C so Shake Module Impl
    0x50 so Sound Module Impl
    0x54 so Link Module Impl
    0x58 so Visibility Module Impl
    0x5C ft Controller Module Impl
    0x60 so Camera Module Impl
    0x64 so Work Manage Module Impl
    0x68 so Debug Module Null
    0x6C so Anim Cmd Module Impl
    0x70 so Status Module Impl
    0x74 ft General Term Diside Module Impl
    0x78 ft Switch Decide Module Impl
    0x7C so Kinetic Module Generic Impl
    0x80 so Event Manage Module Impl
    0x84 so Generate Article Manage Module Impl
    0x88 so Effect Module Impl
    0x8C ft Combo Module Impl
    0x90 ft Area Module Impl
    0x94 so Territory Module Null
    0x98 so Target Search Module Null
    0x9C so Physics Module Impl
    0xA0 so Slope Module Impl
    0xA4 so Shadow Module Impl
    0xA8 so Item Manage Module Impl
    0xAC so Color Blend Module Impl
    0xB0 so Jostle Module Impl
    0xB4 ft Abnormal Module Impl
    0xB8 so Slow Module Impl
    0xBC so Reflect Module Null
    0xC0 so Heap Module Impl
    0xC4 ft Param Customize Module Impl
    0xC8 ft Glow Module Impl


    Module Methods:
    Code:

    soModelModuleImpl (0x04)
    Method[24] BindToBone? (r3=this, r4=id, r5=unk)
    Method[33] GetBone (r3=this, r4=id)
    Method[34] Unk (r3=this, r4=unk)
    Method[72] Unk (r3=this, r4=unk, r5=unk)

    soPostureModuleImpl (0x0C)
    Method[4] Unk @Tethers (r3=unk, r4=this)

    soCatchModuleImpl (0x3C)
    Method[5] Unk @C.Falcon (r3=this, r4=unk)
    Method[12] Unk @C.Falcon (r3=this, r4=unk)
    Method[14] Unk @C.Falcon (r3=this, r4=unk)

    soLinkModuleImpl (0x54)
    Method[10] Unk @Samus (r3=this, r4=unk)
    Method[16] Unk @Ike (r3=this, r4=?, r5=stack frame, r6=?)
    Method[18] Unk @Samus (r3=this, r4=unk)
    Method[75] Unk @Samus (r3=this, r4=?, r5=bone, r6=?, r7=?, r8=?)
    Method[87] Unk @Samus (r3=this, r4=unk)

    ftControllerModuleImpl (0x5C)
    Method[16] Unk @Link (r3=this)
    Method[27] Unk @Link (r3=this)
    Method[55] Unk @Samus (r3=this, r4=?, r5=?, r6=?, r7=?)

    soWorkManageModuleImpl (0x64)
    Method[4] Get? @Ike (r3=this, r4=identifier)
    Method[5] SetValue (r3=this, r4=value, r5=identifier)
    Method[7] IncValue (r3=this, r4=identifier)
    Method[8] DecValue (r3=this, r4=identifier)
    Method[9] AddValue (r3=this, r4=value, r5=identifer)
    Method[10] SubValue (r3=this, r4=value, r5=identifier)
    Method[12] GetFloat (r3=this, r4=identifier)
    Method[13] SetFloat (r3=this, r4=identifier, f1=value)
    Method[15] AddFloat (r3=this, r4=identifier, f1=value)
    Method[16] SubFloat (r3=this, r4=identifier, f1=value)
    Method[17] Get? @Link (r3=this, r4=identifer)
    Method[18] SetBit (r3=this, r4=identifier)
    Method[19] ClearBit (r3=this, r4=identifier)


    soStatusModuleImpl (0x70)
    Method[3] SetAction (r3=this, r4=value, r5=soModuleAccessor)
    Method[16] GetAction (r3=this)

    soGenerateArticleManageModuleImpl (0x84)
    Method[16] Unk @Mario (r3=this, r4=ptr, r5=unk)
    Method[18] GetArticleExists? (r3=this, r4=id)
    Method[24] GenerateArticle? (r3=this, r4=id)


    The soWorkManageModule methods correspond to the PSA command set for variables. The variables themselves are identified in a slightly different manner but they seem to be mostly consistent with the Internal/Runtime/RandomAccess Basic/Float/Bit model setup for PSA. On a side note, PSA commands 1211 and 1212 are Absolute and FloatAbsolute respectively.

    Anyways, I'm still in the middle of working things out, but I'm starting to approach the point where I'm going to need some actual experimentation data to go any further.
    « Last Edit: December 30, 2012, 01:53:13 PM by PhantomWings » Logged

    Pages:  1 ... 9 10 11 [12] 13 14 15 ... 28
    Print
    Jump to: