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Author Topic: Let's look into Module Fíles (.rel) - Defensive Collision is now!  (Read 168768 times)
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    « Reply #30 on: May 06, 2012, 10:23:41 AM »


    if someone makes out how the ike generic rel worked any chance of a pal one?
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    « Reply #31 on: May 06, 2012, 10:29:47 AM »


    if someone makes out how the ike generic rel worked any chance of a pal one?
    it's easy to make generic ike for pal since I am using it.

    but it looks like my codes or riivolution doesn't like rel D:
    dont know where to put it and what codes I should have or only riivolution ect.
    « Last Edit: May 06, 2012, 10:43:12 AM by pikazz » Logged

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    « Reply #32 on: May 06, 2012, 10:32:57 AM »


    it's easy to make generic for pal since I am using it.

    but it looks like my codes or riivolution doesn't like rel D:
    dont know where to put it and what codes I should have or only riivolution ect.
    really you have a generic ike rel? send it to me i can test it Tongue
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    « Reply #33 on: May 06, 2012, 03:45:37 PM »


    http://opensa.dantarion.com/wiki/Clone_Engine_Example_Codes
    Want to remind people of that thing about adding more characters in without having to replace.
    Sorry I can't really contribute because I haven't really bothered trying to look into .rels more. Most of my info I collected is pretty much already here anyway.
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    « Reply #34 on: May 07, 2012, 05:41:19 AM »


    I did a kinda generic ike for pal.
    but it's funny and incomplete. the problem is in pal ike rel, it's alot harder to find the Character ID to his sword artcle D:
    so I did a test

    made it over marth with the pal ike, put every ike pacs in marth's folder and put ft_ike (renamed to ft_marth) in modules.

    but ingame, marths want to use ikes PSA only up to 50%, you hear ikes sound effects but at the same time marths.
    his Side B is a paradoxs of Ikes, if you hit the B buttom one-two times after the first time you can teleport at the same distance ike would have trawel o.o
    his final smash is marths, but he is freeze in one place (looping animation) and hitting a buttom will make him hit the opponent before him o.o

    also, shielding with your counter will make the wii freeze D:

    EDIT: ignore what I wrote. I got an nealy perfect PAL generic ike over marth.
    he can do anything exactly like a ike can do
    only problem left: the wii freeze if you pick someone else and when marth, ike must be loaded before marth. if ike is not loaded, the wii will freeze

    why make a new generic ike? cause the pal needs some love too Im srs here
    or has pal generic ike been done aleady?
    « Last Edit: May 07, 2012, 05:54:20 AM by pikazz » Logged

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    « Reply #35 on: May 07, 2012, 05:57:46 AM »


    I did a kinda generic ike for pal.
    but it's funny and incomplete. the problem is in pal ike rel, it's alot harder to find the Character ID to his sword artcle D:
    so I did a test

    made it over marth with the pal ike, put every ike pacs in marth's folder and put ft_ike (renamed to ft_marth) in modules.

    but ingame, marths want to use ikes PSA only up to 50%, you hear ikes sound effects but at the same time marths.
    his Side B is a paradoxs of Ikes, if you hit the B buttom one-two times after the first time you can teleport at the same distance ike would have trawel o.o
    his final smash is marths, but he is freeze in one place (looping animation) and hitting a buttom will make him hit the opponent before him o.o

    also, shielding with your counter will make the wii freeze D:

    EDIT: ignore what I wrote. I got an nealy perfect PAL generic ike over marth.
    he can do anything exactly like a ike can do
    only problem left: the wii freeze if you pick someone else and when marth, ike must be loaded before marth. if ike is not loaded, the wii will freeze

    why make a new generic ike? cause the pal needs some love too Im srs here
    or has pal generic ike been done aleady?
    no pal users can only port MK , jiggly and marth by rel :S but you should try making a pal ike rel over someone like DDD so ppl actually can use direct rel xD
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    « Reply #36 on: May 07, 2012, 08:53:47 AM »


    the RVL_SDK describes relocatable modules (REL's) as being written in C++ as PLF files.
    these are pre-compiled with the ELF to get the DOL and REL's.

    what I intend to do once figuring these out is to seperate the common data used by the characters.

    what I mean is I could give DP his dark-green thunder, while giving Pachi an anime-blue-ish thunder.


    along with managing RAM memory more efficiently.
    (unloading and loading data at the proper times)

    shoot...
    maybe I could even create a file on an SD/USB and use that as extended RAM
    (IK this will slow it down as RAM is direct bit access where SD/USB is indexed)
    but you should be able to load larger data sizes Wink
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    « Reply #37 on: May 07, 2012, 08:56:08 AM »


    do you have RVL_SDK?
    if you do, is it gotten legaly? (probably not...)
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    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #38 on: May 07, 2012, 09:38:03 AM »


    do you have RVL_SDK?
    if you do, is it gotten legaly? (probably not...)
    lol why's that matter??
    of course I have it XDD
    both 2.1 and the latest release (2.1 was the brawl release)

    if you want it, I can't send it to you with the current compy as I'd have to DL it...
    but I'm sure you can find a torrent or something Wink
    (2.1 is a pain to find) D=
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    Quote: Friedslick6
    you have been through a lot of hassle. I've watched every topic you posted on this, and most of them seemed to disintegrate gradually.
    But the coolest part was that you didn't stop working on it despite that.

    Quote: Internet Explorer
    you're doing more with your life right now than probably most other people around you. You're a valuable asset to the Smash community. So yeah, you should be proud.

    quote: Greg
    You do have a gift which I've seen many developers use to their advantage. You can become a great coder, and with all of those ideas I think you can really build something great.

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    « Reply #39 on: May 07, 2012, 02:54:58 PM »


    true, we are hacking right now XD
    my computer gets weird with torrent programs (windows sucks x 7)
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    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #40 on: May 07, 2012, 06:39:12 PM »


    more ram? what can that do? increase file size limits?
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    « Reply #41 on: May 07, 2012, 06:41:17 PM »


    increasing filesize limits is dumb, unless you have more ram like you said.
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    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #42 on: May 08, 2012, 03:00:41 AM »


    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~
    « Last Edit: May 08, 2012, 04:44:51 AM by pikazz » Logged

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    « Reply #43 on: May 08, 2012, 05:51:20 AM »


    nice
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    I know for a fact that the vast majority of the public here cares more about free products than actual quality.
    I mean, we're kinda modding an old Wii game after like 6 years, instead of buying new stuff. That's pretty telling. Tongue

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    « Reply #44 on: May 08, 2012, 08:16:35 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?
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