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Author Topic: Smash Wii U Research and Development Thread (Testing possible! Coders needed!)  (Read 243854 times)
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    « Reply #90 on: December 12, 2015, 11:42:55 AM »


    Oddly enough, when checking the scripts with kjp, we couldn't find anything relating to iasa in a majority of moves.
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    « Reply #91 on: December 12, 2015, 12:18:53 PM »


    Oddly enough, when checking the scripts with kjp, we couldn't find anything relating to iasa in any moves.
    Fixed. :v

    To add to this, I compared a Smash 4 character with their Brawl counterpart for a move I know has IASA, but found jack squat in the Smash 4 character.
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    « Reply #92 on: December 12, 2015, 12:50:21 PM »


    I don't remember checking every move v:

    But kjp is right. Even with moves we know have iasa frames, we couldn't find anything relating to it.
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    « Reply #93 on: December 12, 2015, 12:57:54 PM »


    Fixed. :v

    To add to this, I compared a Smash 4 character with their Brawl counterpart for a move I know has IASA, but found jack squat in the Smash 4 character.

    Have you guys only looked at the animcmd files? There may be something in the param files for each fighter. I'm not sure though.
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    « Reply #94 on: December 12, 2015, 01:44:48 PM »


    I've mainly been checking the param files, can't find the IASA values I'm looking for. No way it's directly locked to the animations..
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    « Reply #95 on: December 12, 2015, 01:47:27 PM »


    I'm using AnimCmd, so I have to open the Directory, rather than the files themselves.

    I read a mention of another program that edits Smash movesets as well though. Does that open the files themselves?

    Though I thought I saw something that related to IASA, but when I went to look again to verify, it wasn't there.
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    « Reply #96 on: December 12, 2015, 01:54:49 PM »


    There's a program other than Sm4shCommand?
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    « Reply #97 on: December 12, 2015, 02:04:56 PM »


    Is Sm4shCommand the same as AnimCmd? I must have mistaken Sm4shCommand as a different program then. My bad.
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    « Reply #98 on: December 12, 2015, 02:10:55 PM »


    They're the same program, but I think Sm4shCommand is the latest name for it.
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    « Reply #99 on: December 12, 2015, 02:48:05 PM »


    Huh. Well, my bad for the confusion.

    Someone over on GBAtemp has made a (slightly-half-assed) Melee Sheik, I've got layouts for a few characters already, and I'm currently working on Shulk with framedata\autocancels that aren't complete [censored] for aerials. Making the romfs for it rn, actually.
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    « Reply #100 on: December 12, 2015, 03:09:10 PM »


    If I could get my hands on the 1.1.2 files, I'd play around with Palutena ( ( ͡° ͜ʖ ͡°) ) to try out some buff ideas I had.
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    « Reply #101 on: December 12, 2015, 03:35:49 PM »


    I'd play around with Palutena ( ( ͡° ͜ʖ ͡°) ) to try out some buff ideas I had.
    KJP, no.
    KJP, NO.
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    « Reply #102 on: December 12, 2015, 03:46:34 PM »


    You wouldn't really need the 1.1.2 files to mess with Palutena, but if you really need them, you can dig the internet for it.

    Or hunt someone down who does already.

    Or dump it all with a kernel 3DS or (insert requirements here) wii u.
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    « Reply #103 on: December 12, 2015, 04:41:55 PM »


    I believe 1.1.2 has the Lightweight bug patched. Either that or 1.1.1.

    KJP, no.
    KJP, NO.
    ( ͡° ͜ʖ ͡°)
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    « Reply #104 on: December 13, 2015, 07:22:03 PM »


    My personal current to-do list, and help is welcomed:

    BRSTM to NUS3Bank script
    Finish offline NUS3Bank inserter/appender
    Add extra SFX clips to voice/SFX NUS3Banks, then load through animcmd/sound.bin files
    Add and display song titles, source game, and descriptions for additional song slots (involves sound/config/bgm_property.mpb, ui/message/sound.msbt, and param/ui/ui_sound_db.bin)
    Finish patch resource modifier to load any custom file with proper flags
    GUI for managing music files, My Music settings, and song titles, etc.
    Update Smash Custom Music website to generate sound.msbt file based off template lists

    To be done by someone:

    Convert models to editable format, modify, then reinsert (use RTB's maxscript as a reference)
    Finish subroutine hash table for PSA related stuff (use dantarion's site and Sammi Husky's tool as current reference)
    Figure out stage collision data
    Animations (.omo files)
    GUI for texture editing (for now needs texconv2.exe, but hoping to move to non-SDK tools)

    Documentation at OpenSA Wiki

    I have a lot of clarifying to do on stuff, since I've mainly been writing scripts with no looking back, just to make sure I can get things working. If anyone has any specific questions, let me know and I'll answer as well as I can.

    Added to OP.
    « Last Edit: December 13, 2015, 07:34:06 PM by Soneek » Logged


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