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Question: Finally huh?
i never asked for this but yeah... - 8 (17.4%)
nah - 4 (8.7%)
YEEEEEEEEEEEEEEEEEEEEES - 20 (43.5%)
Finally yes! - 14 (30.4%)
Total Voters: 46

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Author Topic: Guide To Port Without Rel.  (Read 5670 times)
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SouthCraft
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    « on: June 02, 2012, 10:01:16 AM »


    I am making this TUT because i am so tired of getting messages such as: "hey southcraft, loving your Waluigi port. but how do i do them like without the .rel files???"

    Usefull links:
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17599 SmashAttacks for PSAing your character.

    http://www.smashboards.com/showthread.php?t=284044 this is called Tabuu, it's not the boss from SSE. It's a program that letting you rebuild a .pac file for a alternative boneset like sonic's for an example.

    Part 1 (Getting your model work ported on another character)
    If you follow Snoopy's Guide, for model replacing and such, it will be alot easier for me to make this. searh here: http://forums.kc-mm.com/index.php?topic=9248.0
    Part 2 (Code Replacing, and attack remaking)
    First open SmashAttacks with your rebuilded fresh FitXX.Pac, then go to Sub Action 48, which is always the Attack11.

    Why we open this? well because it's an attack, and it's what that's gonna be ported. Then mark everything there and press "Copy". do this with all Main, GFX,Other. not SFX because that can cause SFX glitches that you won't like.

    Then open your PSA that is going to be ported. head to the sub action 48 and delete the codes in the root there and press "Paste".

    Then do that with ALL the A ATTACKS ONLY, WAIT FOR B ATTACKS!
    Part 3 (B Attacks)
    This is a more harder part, and take the most of your time. IF your character your porting, doesn't have any Articles, then you are lucky as hell. but if not, then...
    Fist go to the Specials tab, go to Action 112, which is the Netrual B, if not the PSA is very wierd made. if you copying this, it won't work but do it anyway, and paste it at the same place as your other.
    now, go back to the actual PSA, not the WIP port. if you see at this for example:


    this is the sub actions for the actual attack. so as you did in part 2 copy and paste these codes too, but in different VBrawl PSA's it would be named something else, but the rename it to the same as the animation.

    Be oops at those

    this is also important that you rebuild since if not, the attack can freeze or go in T pose. so just copy/paste those too.but not all if not necesery.
    Also this is dangerous to copy


    The "File" in the Ex GFX stands for which character it is. like this list:
    Code:
    File #1
    01 MARIO_FB
    02 MARIO_FB_SHOOT
    03 MARIO_FB_BOUND
    04 MARIO_S_MANT1 (Stars from cape)
    05 MARIO_S_MANT2
    06 MARIO_S_JUMP
    07 MARIO_PUMP_SHOOT
    08 MARIO_PUMP_HIT
    09 MARIO_PUMP_FADE
    0A MARIO_PUMP
    0B MARIO_PUMP_MAX

    File #2
    01 DONKEY_HEADBAT
    02 DONKEY_GIANTPUNCH
    03 DONKEY_GIANTPUNCH_MAX
    04 DONKEY_GIANTPUNCH_SMOKE
    05 DONKEY_HANDSLAP
    06 DONKEY_ENTRY

    File #3
    01 LINK_SWORD
    02 LINK_ARROW
    03 LINK_ARROW_MAX
    04 LINK_BOOMERANG
    05 LINK_BOOMERANG_T
    06 LINK_KAITEN
    07 LINK_KAITEN_S
    08 LINK_KAITEN_AIR
    09 LINK_KAITEN_AIR_S
    0A LINK_BOOMERANG_W
    0B LINK_BOOMERANG_H
    0C LINK_BOOMERANG_WS
    0E LINK_NAVY
    0F LINK_ENTRY
    10 LINK_BOMB_SPARK

    File #4
    01 SAMUS_JUMP_JET
    02 SAMUS_ATK_BOMB
    03 SAMUS_CSHOT_BULLET
    04 SAMUS_CSHOT_HOLD
    05 SAMUS_CSHOT_SHOT
    06 SAMUS_CSHOT_MAX
    07 SAMUS_MISSILE_STRAIGHT
    08 SAMUS_MISSILE_HOMING
    09 SAMUS_MISSILE_SHOT
    0A SAMUS_SCREWATTACK
    0B SAMUS_APPEAL_S
    0C SAMUS_GBEAM


    File #5
    01 YOSHI_TAMAGO_KAKERA_A
    02 YOSHI_TAMAGO_KAKERA_B
    03 YOSHI_TAMAGO_KAKERA_C
    04 YOSHI_GOROGOROTAMAGO
    05 YOSHI_TAMAGONAGE
    06 YOSHI_HIPDROP_STAR
    07 YOSHI_TAMAGOUMI

    File #6
    01 KIRBY_ATK100
    02 KIRBY_SUIKOMI
    03 KIRBY_HAMMER
    04 KIRBY_HANMMER_A
    05 KIRBY_FCUT_A1
    06 KIRBY_FCUT_B1
    07 KIRBY_FCUT
    08 KIRBY_STONE_S
    09 KIRBY_STONE_E
    0A KIRBY_FCUT_B2
    0B KIRBY_FCUT_B3
    0C KIRBY_FCUT_B4
    0D KIRBY_STAR
    0E KIRBY_FCUT_A2

    File #7
    01 FOX_ILLUSION_START
    02 FOX_ILLUSION_M
    03 FOX_ILLUSION_P
    04 FOX_ILLUSION_END
    05 FOX_REF_FLASH
    06 FOX_REF_START
    07 FOX_REF_LOOP
    08 FOX_FIREFOX_START
    09 FOX_FIREFOX
    0A FOX_BLASTER_BULLET
    0B FOX_BLASTER_SHOT
    0C FOX_REF_REF
    0D FOX_APPEAL_S

    File #8
    01 PIKACHU_ATK_S41
    02 PIKACHU_ATK_S42
    03 PIKACHU_DENGEKI
    04 PIKACHU_DENGEKI_BOUND
    05 PIKACHU_DENGEKI_LOOP
    06 PIKACHU_KAMINARI_HIT
    07 PIKACHU_KAMINARI_GR
    08 PIKACHU_KAMINARI_START
    09 PIKACHU_KAMINARI_END
    0A PIKACHU_KAMINARI_CLOUD
    0B PIKACHU_ZUTSUKI_HOLD
    0C PIKACHU_ZUTSUKI_BOMB
    0D PIKACHU_ZUTSUKI_SMOKE

    File #9
    01 LUIGI_FB
    02 LUIGI_FB_SHOOT (Green fire)
    03 LUIGI_FB_BOUND
    04 LUIGI_ROCKET
    05 LUIGI_CYCLONE

    File #A
    01 CAPTAIN_FP
    02 CAPTAIN_FP_HOLD
    03 CAPTAIN_FN_H_FIRE
    04 CAPTAIN_FN
    05 CAPTAIN_FN_AIR
    06 CAPTAIN_FK_FLASH
    07 CAPTAIN_FK
    08 CAPTAIN_FP_FLASH
    09 CAPTAIN_ENTRY
    0A CAPTAIN_APPEAL_HI

    File #B
    01 NESS_PSI_ATK
    02 NESS_PKT_BULLET
    03 NESS_PKT_TAIL_A
    04 NESS_PKT_TAIL_B
    05 NESS_PKT_HOLD
    06 NESS_PKT_ATTACK
    07 NESS_PKFI_BULLET
    08 NESS_PKFI_BOMB
    09 NESS_PKFL_BULLET
    0A NESS_PKFL_BULLET_ED
    0B NESS_PKFL_BOMB
    0C NESS_PSIMAGNET
    0D NESS_ENTRY

    File #C
    01 KOOPA_BREATH
    02 KOOPA_BREATH_M_FIRE
    03 KOOPA_SHELL
    04 KOOPA_DROP
    05 KOOPA_WAIT_BREATH
    06 KOOPA_GK_FREEZE
    07 KOOPA_GK_SHIEN
    08 KOOPA_GK_SMOKE
    09 KOOPA_APPEAL_S
    0A KOOPA_ENTRY
    0B KOOPA_CHANGE_FLASH_A
    0C KOOPA_CHANGE_FLASH_B
    0D KOOPA_CHANGE_START_A
    0E KOOPA_CHANGE_STRAT_B

    File #D
    01 PEACH_BOMBER
    02 PEACH_KINOPIO_HIT
    03 PEACH_KINOPIO_BULLET
    04 PEACH_HIKKONUKI
    05 PEACH_ENTRY
    06 PEACH_ATTACK_HI3
    07 PEACH_APPEAL_S

    File #E
    01 ZELDA_ATK_A
    02 ZELDA_ATK_B
    03 ZELDA_ATK_HI4_A
    04 ZELDA_ATK_HI4_B
    05 ZELDA_ATK_S4
    06 ZELDA_FLOR_START
    07 ZELDA_FLOR_END
    08 ZELDA_NAYRU
    09 ZELDA_NAYRU_FLASH
    0A ZELDA_DIN_START
    0B ZELDA_DIN_TAMA
    0C ZELDA_DIN_BOMB
    0D ZELDA_CHANGE_START
    0E ZELDA_CHANGE_END
    0F ZELDA_SHIKOMIBARI
    10 ZELDA_FUSHIN_START
    11 ZELDA_FUSHIN_END
    12 ZELDA_ENTRY
    13 ZELDA_CHANGE_FLASH_A
    14 ZELDA_CHANGE_FLASH_B

    File #?
    01 POPO_ICESHOT_SMASH
    02 POPO_ICESHOT_APPEAR
    03 POPO_ICESHOT_COLD_A
    04 POPO_ICESHOT_COLD_B
    05 POPO_GOMJUMP
    06 POPO_BLIZZERD_SHOOT
    07 POPO_BLIZZERD_BULLET
    08 POPO_THAMMER

    File #?
    01 MARTH_SWORD
    02 MARTH_S_BREAKER
    03 MARTH_COUNTER
    04 MARTH_ENTRY

    File #?
    01 FALCO_VISION_START
    02 FALCO_VISION_M
    03 FALCO_VISION_P
    04 FALCO_VISION_END
    05 FALCO_REF_FLASH
    06 FALCO_REF_START
    07 FALCO_REF_LOOP
    08 FALCO_FIREBIRD_START
    09 FALCO_FIREBIRD
    0A FALCO_BLASTER_BULLET
    0B FALCO_BLASTER_SHOT
    0C FALCO_REF_REF

    File #15
    01 GANON_MAJINKEN
    02 GANON_MAJINKEN_HOLD
    03 GANON_MAJINKEN_FLASH
    04 GANON_REKKIKYAKU
    05 GANON_ENGOKUA_FLASH
    06 GANON_ENGOKUA_G
    07 GANON_ENGOKUA_A
    08 GANON_ENGOKUA
    09 GANON_ENTRY
    0A GANON_ENTRY_AURA
    0B GANON_APPEAL_S

    File #16
    01 WARIO_PPE_S
    02 WARIO_PPE_M
    03 WARIO_PPE_L
    04 WARIO_PPE_L_2
    05 WARIO_PPE_FLY
    06 WARIO_PPE_FLY_2
    07 WARIO_KAMITSUKI_OPEN
    08 WARIO_KAMITSUKI_BOMB
    09 WARIO_KAMITSUKI_BITE
    0A WARIO_CORKSCREW
    0B WARIO_BIKE_SMOKE
    0C WARIO_BIKE_BREAK
    0D WARIO_KAMITSUKI_END
    0E WARIO_BIKE_SMOKE_S
    0F WARIO_02
    10 WARIO_03
    11 WARIO_04
    12 WARIO_05
    13 WARIO_06
    14 WARIO_07
    15 WARIO_CHANGE_FLASH_A
    16 WARIO_CHANGE_FLASH_B

    File #17
    01 META_K_ATK100
    02 META_K_ATKS3S1
    03 META_K_ATKS3S2
    04 META_K_ATKS3S3
    05 META_K_ATKS4S
    06 META_K_ATK_HI4
    07 META_K_ATK_LW4
    08 META_K_ATK_AIR_B
    09 META_K_ATK_AIR_F
    0A META_K_ATK_AIR_HI
    0B META_K_ATK_AIR_LW
    0C META_K_DOWN_ATK
    0D META_K_SWORD
    0E META_K_DOWN_ATK_D
    0F META_K_CLIFF_ATK_Q
    10 META_K_CLIFF_ATK_S
    11 META_K_GLIDE_ATK
    12 META_K_SLIP_ATK
    13 META_K_THROW_B
    14 META_TORNADO
    15 META_DRILL
    16 META_MANTLE_START
    17 META_MANTLE_END
    18 META_SHUTTLELOOP
    19 META_DM_ATTACK
    1A META_DM_ATTACK_AIR
    1B META_DM_ATTACK_F
    1C META_DM_ATTACK_B

    File #18
    01 PIT_SWORD
    02 PIT_ATK_AIR_N
    03 PIT_ATK_AIR_HI
    04 PIT_ATK100
    05 PIT_FEATHER
    06 PIT_PA_HOLD_ARROW
    07 PIT_PA_HOLD_BOW
    08 PIT_PA_FLY_ARROW
    09 PIT_PA_STICK_ARROW
    0A PIT_IKAROS_GOKOU
    0B PIT_IKAROS_FLARE
    0C PIT_IKAROS_WING_FLARE
    0D PIT_PA_FLY_ARROW_FLASH
    0E PIT_ANGERING
    0F PIT_KAGAMI
    10 PIT_KAGAMI_REF
    11 PIT_ANGERING_START
    12 PIT_ANGERING_END
    13 PIT_ENTRY

    File #19
    01 SZERO_ATK_LW4
    02 SZERO_MUZZULE
    03 SZERO_BULLET_S
    04 SZERO_BULLET_L
    05 SZERO_PL_HOLD
    06 SZERO_PL_SHOT
    07 SZERO_PL_HIT
    08 SZERO_ATK_AIRN
    09 SZERO_WHIP_A
    0A SZERO_WHIP_B
    0B SZERO_ATK_S4S
    0C SZERO_PWHIP
    0D SZERO_ENTRY_FLASH
    0E SZERO_ENTRY_SMOKE
    0F SZERO_ENTRY_END

    File #?
    01 PIKMIN_SEIRETSU
    02 PIKMIN_HIKKONUKI
    03 PIKMIN_ORDER
    04 PIKMIN_DEAD_RED
    05 PIKMIN_DEAD_BLUE
    06 PIKMIN_DEAD_YELLOW
    07 PIKMIN_DEAD_WHITE
    08 PIKMIN_DEAD_PURPLE
    09 PIKMIN_HIT_RED
    0A PIKMIN_HIT_BLUE
    0B PIKMIN_HIT_YELLOW
    0C PIKMIN_HIT_WHITE
    0D PIKMIN_HIT_PURPLE
    0E PIKMIN_ANTENNA
    0F PIKMIN_ANTENNA_01
    10 PIKMIN_ANTENNA_02
    11 PIKMIN_ANTENNA_03
    12 PIKMIN_ANTENNA_04
    13 PIKMIN_ANTENNA_05
    14 PIKMIN_ANTENNA_06

    File #?
    01 LUCAS_HOLD
    02 LUCAS_PSI_ATK
    03 LUCAS_ATK_LW4
    04 LUCAS_ATK_HI4
    05 LUCAS_PKT_BULLET
    06 LUCAS_PKT_TAIL_A
    07 LUCAS_PKT_TAIL_B
    08 LUCAS_PKT_HOLD
    09 LUCAS_PKT_ATTACK
    0A LUCAS_PKFI_BULLET
    0B LUCAS_PKFI_BOMB
    0C LUCAS_PKFR_BULLET
    0D LUCAS_PKFR_BULLET_ED
    0E LUCAS_PKFR_BOMB
    0F LUCAS_PSIMAGNET

    File #?
    01 DIDDY_ATTACKLW3
    02 DIDDY_BJET
    03 DIDDY_POPGUN
    04 DIDDY_POPGUN_BREAK
    05 DIDDY_MFLIP_CHOP
    06 DIDDY_POPGUN_BREAK_A
    07 DIDDY_POPGUN_BREAK_B
    08 DIDDY_ENTRY

    File #?
    01 POKETRAINER_CHANGE_THROW
    02 POKETRAINER_CHANGE_CATCH
    03 POKETRAINER_CHANGE_IN
    04 POKETRAINER_CHANGE_OUT
    05 POKETRAINER_CHANGE_MBALL
    06 POKETRAINER_CHANGE_RETURN

    File #?
    01 POKELIZARDON_TAIL_FIRE
    02 POKELIZARDON_ATK_FIRE
    03 POKELIZARDON_ATK_HI3
    04 POKELIZARDON_MOUTH_FIRE
    05 POKELIZARDON_STANDBY_FIRE
    06 POKELIZARDON_KAENHOUSYA
    07 POKELIZARDON_IWAKUDAKI
    08 POKELIZARDON_SORAWOTOBU
    09 POKELIZARDON_ATK_LW4
    0A POKELIZARDON_ATK_AIRF

    File #?
    01 POKEZENIGAME_ATK_HI4
    02 POKEZENIGAME_ATK_WATER_A
    03 POKEZENIGAME_ATK_WATER_B
    04 POKEZENIGAME_TAKINOBORI
    05 POKEZENIGAME_TAKINOBORI_END
    06 POKEZENIGAME_MIZUTEPPO_SHOOT
    07 POKEZENIGAME_MIZUTEPPO_LIGHT
    08 POKEZENIGAME_MIZUTEPPO_FADE
    09 POKEZENIGAME_MIZUTEPPO_HIT
    0A POKEZENIGAME_MIZUTEPPO
    0B POKEZENIGAME_KARANIKOMORU
    0C POKEZENIGAME_MIZUTEPPO_MAX

    File #?
    01 POKEFUSHIGISOU_ATK_HI4
    02 POKEFUSHIGISOU_ATK_AIR_HI
    03 POKEFUSHIGISOU_ATK_AIR_LW
    04 POKEFUSHIGISOU_LEAF
    05 POKEFUSHIGISOU_ATK11
    06 POKEFUSHIGISOU_ATK12
    07 POKEFUSHIGISOU_ATK100
    08 POKEFUSHIGISOU_ATKS3S
    09 POKEFUSHIGISOU_TANEMG
    0A POKEFUSHIGISOU_TANEMG_TAMA
    0B POKEFUSHIGISOU_TANEMG_HIT
    0C POKEFUSHIGISOU_H_CUTTER
    0D POKEFUSHIGISOU_TMUCHI_TRACE
    0E POKEFUSHIGISOU_TMUCHI_FLASH
    0F POKEFUSHIGISOU_H_CUTTER_HA

    File #?
    01 DEDEDE_HAMMER
    02 DEDEDE_HAMMER_SPIN
    03 DEDEDE_JETHAMMER_HOLD
    04 DEDEDE_JETHAMMER_HOLD_MAX
    05 DEDEDE_JETHAMMER
    06 DEDEDE_JETHAMMER_MAX
    07 DEDEDE_SUPERJUMP_RISE
    08 DEDEDE_SUPERJUMP_STAR
    09 DEDEDE_SUIKOMI
    0A DEDEDE_WAD_DEAD
    0B DEDEDE_WAD_THUNDER
    0C DEDEDE_JETHAMMER_HOLD2
    0D DEDEDE_JETHAMMER_HOLD_MAX2
    0E DEDEDE_JETHAMMER2
    0F DEDEDE_JETHAMMER_MAX2

    File #22
    01 LUCARIO_HADOU
    02 LUCARIO_BFLASH_L
    03 LUCARIO_BFLASH_R
    04 LUCARIO_HATTACK_A
    05 LUCARIO_HATTACK_B
    06 LUCARIO_HATTACK_C
    07 LUCARIO_HADOUDAN
    08 LUCARIO_HADOUDAN_MAX_L
    09 LUCARIO_HADOUDAN_MAX_R
    0A LUCARIO_SINSOKU
    0B LUCARIO_HAKKEI_NEAR
    0C LUCARIO_HAKKEI_FAR
    0D LUCARIO_KAGEBUNSHIN
    0E LUCARIO_KAGEBUNSHIN_SPLIT
    0F LUCARIO_KAGEBUNSHIN_APPEAR
    10 LUCARIO_HADOUDAN_TAIL
    11 LUCARIO_AURA
    12 LUCARIO_HAKKEI

    File #?
    01 IKE_SWORD
    02 IKE_HUNKA_HOLD
    03 IKE_HUNKA
    04 IKE_HUNKA_MAX
    05 IKE_IAIGIRI
    06 IKE_COUNTER
    07 IKE_ENTRY
    08 IKE_APPEAL_LW
    09 IKE_HUNKA_SPIN

    File #?
    01 ROBOT_FOOTMARK
    02 ROBOT_NOZZLE_LOOP
    03 ROBOT_NOZZLE_END
    04 ROBOT_JUMP_JET
    05 ROBOT_ATK_JET
    06 ROBOT_ATK_N_JET
    07 ROBOT_ATK_LW_JET
    08 ROBOT_EYE_FLASH
    09 ROBOT_ATTACK_S4S
    0A ROBOT_ROBOBURNER
    0B ROBOT_ROBOBEAM
    0C ROBOT_LAMP_S
    0D ROBOT_LAMP_M
    0E ROBOT_LAMP_L
    0F FINROBOT_MAIN
    10 FINROBOT_ENDFINROBOT_MAIN2
    11 FINROBOT_MAIN3
    12 ROBOT_ARMSPINROBOT_ARMSPIN_01
    13 ROBOT_ARMSPIN_02
    14 ROBOT_ARMSPIN_03
    15 ROBOT_ARMSPIN_04
    16 ROBOT_ARMSPIN_05
    17 ROBOT_ARMSPIN_06

    File #26
    01 PURIN_UTAU
    02 PURIN_KOROGARU
    03 PURIN_APPEAL_LW

    File #?
    01 TOONLINK_SWORD
    02 TOONLINK_ARROW_MAX
    03 TOONLINK_BOOMERANG
    04 TOONLINK_BOOMERANG_T
    05 TOONLINK_KAITEN_S
    06 TOONLINK_KAITEN_AIR_S
    07 TOONLINK_BOMB
    08 TOONLINK_BOMB_SPARK
    09 TOONLINK_ENTRY

    File #?
    01 WOLF_REF_FLASH
    02 WOLF_REF_START
    03 WOLF_REF_LOOP
    04 WOLF_BLASTER_BULLET
    05 WOLF_BLASTER_SHOT
    06 WOLF_REF_REF
    07 WOLF_SCRATCH
    08 WOLF_SLASH
    09 WOLF_SHOOT

    File #?
    01 SNAKE_ATK_S4S
    02 SNAKE_ATK_HI4
    03 SNAKE_MORTER_SMOKE
    04 SNAKE_ATK_LW4_S
    05 SNAKE_ATK_LW4_H
    06 SNAKE_ATK_LW4
    07 SNAKE_ATK_LW4_BOMB
    08 SNAKE_MISSILE_SMOKE
    09 SNAKE_REMOTE_MISSILE
    0A SNAKE_CYPHER
    0B SNAKE_C4
    0C SNAKE_ENTRY
    0D SNAKE_ENTRY_THUNDER
    0E SNAKE_R1
    0F SNAKE_R2
    10 SNAKE_R3
    11 SNAKE_R4
    12 SNAKE_R5

    File #?
    01 SONIC_SPINWIND
    02 SONIC_PUNCHTRACE
    03 SONIC_ATK_LW
    04 SONIC_SPINTRACE
    05 SONIC_SPINWIND_L
    06 SONIC_SPINTRACE_L
    07 SONIC_IDLING
    08 SONIC_HOMINGTRACE
    09 SONIC_GIMMCKJUMP
    0A SONIC_RUNTRACE
    0B SONIC_RUNTRACE_01
    0C SONIC_RUNTRACE_02
    0D SONIC_RUNTRACE_03
    0E SONIC_RUNTRACE_04
    0F SONIC_RUNTRACE_05
    List by Phantomwings
    Just be sure to change the "File" to the right character.
    The GFX stands for which GFX it is, also the personal GFX, you should know what that is in PSA. And guess what? now we can add EX GFX'es just follow this TUT:
    http://forums.kc-mm.com/index.php?topic=42995.0
    Part 4 (AnimationData0)
    Open your MotionEtc.pac and open the motion like this and press the Export. then export the motionetc that belongs to the psa that is PSA'ed

    Then go to your new fresh motionetc and do the same but press replace this time

    but sometimes this may happend
    Um when I made the first version of my M&L over IC, I had just exported the AnimationData[0] from Mario, and replaced the Popo one, but then they crashed the game when grabbed. To fix it, I had to replace every animation indivdually. D: Will Part 5 help any problems exporting and replacing the AnimationData[0]? Or have you not have that problem?
    Part 5 (The Final and Fixing move part)
    Be back later i will update soon!
    I hope this tutorial helps you guys and me ofc since i hate PM's of this. im so tired! and Don't PM me about this. please? post here instead.
    « Last Edit: June 02, 2012, 10:41:01 AM by SouthCraft » Logged


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    « Reply #1 on: June 02, 2012, 10:13:41 AM »


    this would be 1,000 times easier if sa allowed copy past between windows
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    SouthCraft
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    « Reply #2 on: June 02, 2012, 10:17:48 AM »


    this would be 1,000 times easier if sa allowed copy past between windows
    i know, thats stupid, but it doesn't work. but it won't take long maybe 1-2 days if you are middle skilled in PSA.
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    « Reply #3 on: June 02, 2012, 10:21:10 AM »


    still, it takes awhile. im gunan wait till someone can add copy-paste ove rwindows. still, this is great. im glad you took ur time to do this Smiley
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    « Reply #4 on: June 02, 2012, 10:31:30 AM »


    Um when I made the first version of my M&L over IC, I had just exported the AnimationData[0] from Mario, and replaced the Popo one, but then they crashed the game when grabbed. To fix it, I had to replace every animation indivdually. D: Will Part 5 help any problems exporting and replacing the AnimationData[0]? Or have you not have that problem?
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    « Reply #5 on: June 02, 2012, 10:41:16 AM »


    Um when I made the first version of my M&L over IC, I had just exported the AnimationData[0] from Mario, and replaced the Popo one, but then they crashed the game when grabbed. To fix it, I had to replace every animation indivdually. D: Will Part 5 help any problems exporting and replacing the AnimationData[0]? Or have you not have that problem?
    quoting this!
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    « Reply #6 on: June 02, 2012, 01:36:31 PM »


    A question about part 1 do you need to fix the glitches since I always fail at fixing them?
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    « Reply #7 on: June 02, 2012, 02:16:48 PM »


    A question about part 1 do you need to fix the glitches since I always fail at fixing them?
    yes do it via tabuu.
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    « Reply #8 on: June 02, 2012, 02:49:10 PM »


    All right did it via Tabuu(replacing Olimar with Lucario).  But doesn't part 2 take longer then part 3 since there are a lot of A attacks or is only Attack11, attack12 and attack 13.
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    « Reply #9 on: June 02, 2012, 03:55:37 PM »


    All right did it via Tabuu(replacing Olimar with Lucario).  But doesn't part 2 take longer then part 3 since there are a lot of A attacks or is only Attack11, attack12 and attack 13.
    no. Its waaaaay harder to do b attacks. The part 5 is what i mean. Sometimes you need to remake moves and they won't work right. Im srs here a attacks takes 1-1,5 hours
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    « Reply #10 on: June 06, 2012, 02:37:59 AM »


    nice thats i was wondering how to do this awesome
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    « Reply #11 on: June 16, 2012, 12:14:16 AM »


    i know, thats stupid, but it doesn't work. but it won't take long maybe 1-2 days if you are middle skilled in PSA.
    couldnt u just open 2 ver of psa and copy and paste like that? srry if this is stupid i, very sleepy.
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    « Reply #12 on: June 16, 2012, 04:57:28 AM »


    couldnt u just open 2 ver of psa and copy and paste like that? srry if this is stupid i, very sleepy.
    doesn't work either, but its very usefull for learning PSA since you can see codes
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    « Reply #13 on: August 14, 2012, 11:54:58 AM »


    Hopefully this encourages people to make REAL ports instead of those buggy .REL ones.
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    « Reply #14 on: November 11, 2012, 03:08:30 PM »


    please post the final tutorial of how to port  Awesome Face
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