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Question: Lucario Won. Who should be the new Plug and Play?
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Author Topic: Perfect .Rel porting Progress -Lucario is first Pack. Ganon is new .rel-  (Read 343013 times)
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Dantarion
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    « Reply #345 on: April 07, 2013, 10:33:41 AM »


    Interesting PW.
    I haven't been really even trying to do this kinda stuff anymore, but it is interesting.
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    « Reply #346 on: April 07, 2013, 10:40:50 AM »


    I would also like to know what lines you added/edited
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    « Reply #347 on: April 07, 2013, 09:44:17 PM »


    More Plug&Play modules:

    Plug&Play Modules v1.1:
    ft_link
    ft_marth
    ft_pit
    ft_ike
    ft_lucario

    (Credit to Dantarion for his documentation of the modules on OpenSA.com)

    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: April 07, 2013, 09:46:58 PM by PhantomWings » Logged

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    « Reply #348 on: April 07, 2013, 10:12:07 PM »


    ...These will be highly useful to me going forward. I must test them properly.

    I'm also curious as to where the id's you'd change for the sound banks lie, but I'm pretty sure that information is out there somewhere. I'll just have to look around for it.
    « Last Edit: April 07, 2013, 10:22:50 PM by Shun_One » Logged

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    « Reply #349 on: April 07, 2013, 10:27:08 PM »


    Damn PW. Just... damn. I'm speechless Im srs here
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    « Reply #350 on: April 07, 2013, 11:33:02 PM »


    stop amaze me PW Im srs here

    still wanna convert those to PAL codes :/ will be hard to find the right relocation data to right thing in sora_melee
    ...These will be highly useful to me going forward. I must test them properly.

    I'm also curious as to where the id's you'd change for the sound banks lie, but I'm pretty sure that information is out there somewhere. I'll just have to look around for it.
    last time I found the sound bank was in sora_melee, edit it will give you right sound bank id
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    « Reply #351 on: April 07, 2013, 11:47:16 PM »


    so we can make a .rel of any brawl character now and make it work perfect
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    billyskater555
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    « Reply #352 on: April 08, 2013, 12:07:28 AM »


    this is amazing
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    « Reply #353 on: April 08, 2013, 04:15:16 AM »


    You never cease to suprise me blue hedgehog

    Nicely done
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    « Reply #354 on: April 08, 2013, 01:49:57 PM »


    PW this is amazing!  Thank you so much for figuring this out!  (Finally a Mewtwo vs Lucario with no codes)
    You are one (if the not the best) of the best Brawl Hackers of ALL TIME Happy Face
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    « Reply #355 on: April 08, 2013, 01:55:24 PM »


    Just tried out kid buu over toon link, works perfectly! AWESOME 2.0!
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    « Reply #356 on: April 08, 2013, 02:14:37 PM »


    Wait a second...

    Wait, just a second...

    ft_link?

    wat?

    Someone put me down before I say something stupid
    « Last Edit: April 08, 2013, 02:23:46 PM by drogoth232 » Logged



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    « Reply #357 on: April 08, 2013, 03:13:11 PM »


    Good work PW, I see youve been putting some more time into this!
    You should visit IRC sometime.
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    « Reply #358 on: April 08, 2013, 03:23:17 PM »


    Hmmm... I like that Link can now be ported. Maybe I can port my Nazrin. XD
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    « Reply #359 on: April 08, 2013, 03:27:58 PM »


    Interesting, interesting indeed.
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