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Author Topic: Perfect .Rel porting Progress -Lucario is first Pack. Ganon is new .rel-  (Read 342476 times)
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SonicBrawler
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    « on: November 10, 2012, 04:40:11 PM »


    The First Ever Perfect Port was Jigglypuff. Next came Marth. This was because they didn't have major ASm adjustments. Next came PhantomWings' Ike Module. Then came Metaknight. Leon Exodio, Shadow Wolf, and I made Perfect Sonic Ports. This thread is for other characters and our progress on it.

    PW's .rels (YOU MUST EDIT THESE IN THE MODULE EDITOR)
    Four new modules Plug&Play modules this time for Peach, Pikachu, Wolf and Olimar. I've also made a small tweak to all the Plug&Play modules to enable all color slots regardless of the character.

    Plug&Play Modules v1.2+
    Ike
    Link
    Lucario
    Mario
    Marth
    Peach
    Pikachu
    Pikmin
    Pit
    Snake
    Sonic
    Wolf

    Also, I didn't realize this earlier but when I disabled Kirby hats for each module, it turns out I was only disabling the .pac file that was being loaded - Kirby could still copy the character resulting in glitches or occasional freezing. Until I can find a solution, it would probably be best not to use Kirby in the same match as clone characters.

    There is one other minor bug which I haven't fixed which causes cloned Olimar's pikmin to not be visible on the results screen. It's similar to the bug with Lucaro's Aura Sphere, but it has a slightly different cause which is making it tough to track down. It's not that big of a deal for now though as it doesn't affect the game functionally.


    Oh, I've also made another small tweak to the Module Editor 3 to allow multiple relocations to be edited at once. It may be useful for anyone trying to build their own Plug&Play modules.

    Module Editor 3.3
    How to edit Plug & Play .rels in Module Editor

    I've also made a new revision to the Plug&Play model. Most of it was just to make the modules a bit easier to deal with on my end, but the new modules also now cover any bugs related to entry and result screen files as well as a few other character related flags. I've also disabled Kirby Hats for all cloned characters to avoid possible complications involving character resources (They can still be enabled, but you get the original character's hat).

    As far as I've tested, all 5 of these modules work perfectly in game (Including Lucario, who's Aura Sphere now properly shows up). However, the bugs concerning when graphical and sound files get loaded and unloaded still remains. Also, while the modules do patch the soundbanks, the soundbanks actually get read before the module is loaded - so the first time you load them, they won't have the proper soundbank loaded.

    I've also added a small tweak to the Module Editor 3 to make it easier to change the modules between characters.

    Module Editor v3.2

    To change a module, simply open it up in the editor and make the following changes:

    - Change the module Id of the file to the target module Id.
    - Open Section[8] in the memory viewer and change the first value to the target character Id.

    The list of module and character Ids is here:


    Code:
    Module Ids:
    5B ft_mario
    5C ft_donkey
    5D ft_link
    5E ft_samus
    5F ft_yoshi
    60 ft_kirby
    61 ft_fox
    62 ft_pikachu
    63 ft_luigi
    64 ft_captain
    65 ft_ness
    66 ft_koopa
    67 ft_peach
    68 ft_zelda
    69 ft_iceclimber
    6A ft_marth
    6B ft_gamewatch
    6C ft_falco
    6D ft_ganon
    6E ft_wario
    6F ft_metaknight
    70 ft_pit
    71 ft_pikmin
    72 ft_lucas
    73 ft_diddy
    74 ft_poke
    75 ft_dedede
    76 ft_lucario
    77 ft_ike
    78 ft_robot
    79 ft_toonlink
    7A ft_snake
    7B ft_sonic
    7C ft_purin
    7D ft_wolf
    7E ft_zako




    Character Ids:
    00 Mario
    01 Donkey Kong
    02 Link
    03 Samus
    04 Yoshi
    05 Kirby
    06 Fox
    07 Pikachu
    08 Luigi
    09 Captain Falcon
    0A Ness
    0B Bowser
    0C Peach
    0D Zelda
    0E Sheik
    0F Popo
    10 (Nana)
    11 Marth
    12 Mr. Game & Watch
    13 Falco
    14 Ganondorf
    15 Wario
    16 Metaknight
    17 Pit
    18 Zero Suit Samus
    19 Olimar
    1A Lucas
    1B Diddy Kong
    1C Pokemon Trainer
    1D Charizard
    1E Squirtle
    1F Ivysaur
    20 Dedede
    21 Lucario
    22 Ike
    23 Robot
    24 (Pra-mai)
    25 Jigglypuff
    26 (Mewtwo)
    27 (Roy)
    28 (Dr. Mario)
    29 Toon Link
    2A (Toon Zelda)
    2B (Toon Sheik)
    2C Wolf
    2D (Dixie)
    2E Snake
    2F Sonic
    30 Giga Bowser
    31 Warioman
    32 Red Alloy
    33 Blue Alloy
    34 Yellow Alloy
    35 Green Alloy
    36 (Mario D)




    As far as how these modules work: simply put, they are just doing the same thing that codes do, but they make things a whole lot simpler by exploiting the powerful nature of relocations as well as the fact that modules are programs that can be run when they're loaded up.

    For each module, I've added a simple program in Section[7] that gets called first during the module's _prolog function. Section[7] is identical across all of the Plug&Play modules. The actual changes and associated data are stored in Section[8] of the module. These are hex strings that are used to patch the game files when the module is loaded; this includes things like constants and color flags as well as any changes that need to be made to sora_melee. One final block in Section[8] is responsible for identifying what changes need to be made inside the module itself in order for it to function properly.

    It's really quite a simple, but elegant solution to the whole mess of dealing with modules and how they integrate with sora_melee along with other global data. Making them isn't that hard - it's just tedious given the tools currently available to edit modules. The hardest part is finding the areas in sora_melee that actually need to be patched to have the cloned characters run properly.
    « Last Edit: July 23, 2013, 09:17:37 AM by SonicBrawler » Logged

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    « Reply #1 on: November 10, 2012, 04:52:36 PM »


    Awesome. I just wish someone would figure out how to add extra slots to the CSS. Tongue
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    « Reply #2 on: November 10, 2012, 04:58:16 PM »


    Awesome. I just wish someone would figure out how to add extra slots to the CSS. Tongue
    Which would mean modifying the common5.pac, add more BPs, etc.
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    « Reply #3 on: November 10, 2012, 05:46:58 PM »


    Okay, so, PhantomWings made the first ever Perfect Rel port. It was Ike. Then later other people made Marth, Jigglypuff, and Metaknight. Leon Exodio, Shadow Wolf, and I made Perfect Sonic Ports. This thread is for other characters and our progress on it.

    Characters that can be Ported Perfectly:
    Ike
    Marth
    JigglyPuff
    Metaknight
    Sonic
    Peach


    As of now, we have figured out a perfect peach rel port. I have figured out Ganondorf and Wario. Ganondorf works flawless, Wario doesn't load his bike. I will look into that. We( mostly me) are (is) trying out others.

    I haven't seen a .rel pack for Ganon, Peach etc.
    Only Sonic. I'd love a Ganon pack.
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    « Reply #4 on: November 10, 2012, 05:48:02 PM »


    peach pack is on the way, and Ganon I still ahve to do some tesing. It works for me but not Leon Exodio.
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    « Reply #5 on: November 10, 2012, 06:05:16 PM »


    Oh
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    « Reply #6 on: November 10, 2012, 06:10:23 PM »


    If Link is possible, I will love you. >_>
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    « Reply #7 on: November 10, 2012, 06:13:21 PM »


    If Link is possible, I will love you. >_>

    *looks at rel info i have about Link*

    yeah, atm i dont think he is possible Tongue
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    « Reply #8 on: November 10, 2012, 06:14:03 PM »


    If Link is possible, I will love you. >_>
    yeah i would like it also but i dont think he can
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    « Reply #9 on: November 10, 2012, 06:18:49 PM »


    Maybe Tabuu could have his own slot Grin lol
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    « Reply #10 on: November 10, 2012, 06:19:30 PM »


    Maybe Tabuu could have his own slot Grin lol

    Thats the main reason i ported Ganon Awesome Face
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    « Reply #11 on: November 10, 2012, 06:24:59 PM »


    Thats the main reason i ported Ganon Awesome Face
    Happy Face now CSS expansion is left to figurw out
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    « Reply #12 on: November 10, 2012, 06:30:21 PM »


    Thats the main reason i ported Ganon Awesome Face
    Ganon wants his revenge on Tabuu.....but he wants to do it in Green Greens. XD
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    « Reply #13 on: November 10, 2012, 06:36:02 PM »


    green greens.......so........manly!!! oFT0
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    « Reply #14 on: November 10, 2012, 06:51:50 PM »


    Actually, Jiggly was the first portable character, followed by Marth (since they don't any major ASM adjustments in their modules), and then Phantom Wings released his generic Ike modules months later.
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