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Super Smash Bros. Brawl Hacking => Programming => Topic started by: ♤♡◇♧ on February 07, 2012, 01:58:55 PM



Title: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 07, 2012, 01:58:55 PM
 (http://www.youtube.com/watch?v=bDsntNok3F8#ws)
Highly unfinished, but possible.

(http://i.imgur.com/h1c1x.png)


Title: Re: Just some progress
Post by: JOEYSX5 on February 07, 2012, 02:36:39 PM
http://forums.kc-mm.com/index.php?topic=37301.0

Help me turn this into a how-to thread!

That looks beautiful! I wouldn't mind having like 15 costumes for Snake!


Title: Re: Just some progress
Post by: ♤♡◇♧ on February 07, 2012, 03:00:46 PM
It's still a process of coding through USBGecko, so a how-to currently is not feasible.
That and the filesize of common5.pac.

Also, I can guess why Dantarion wanted to debug this first before releasing Brawl Masquerade.
Had a crash when I pulled out a bomb with Zero Link.


Title: Re: Just some progress
Post by: JOEYSX5 on February 07, 2012, 03:39:25 PM
So basically we edit the common5.pac by adding more MenSelmap files as well as stock heads?

Dosn't Riivolution take care of file sizes?


Title: Re: Just some progress
Post by: Carnage on February 07, 2012, 03:46:29 PM
So basically we edit the common5.pac by adding more MenSelmap files as well as stock heads?

Dosn't Riivolution take care of file sizes?
that and the code for individual character slot to exist i think

So you made brawl maskerade for yourself but it frooze when you used an article? or was just coincidence?

any chance next you try with codes making the roy slot be choosable? and rel port a marth hack there to see if it works?


Title: Re: Just some progress
Post by: Xiggah on February 07, 2012, 03:50:25 PM
Looks like good progress to me. The bomb freeze sounds PSA-related, at least if you're using multiple module files like I think you are.


Title: Re: Just some progress
Post by: ♤♡◇♧ on February 07, 2012, 03:54:14 PM
It wasn't PSA nor article related.
Either way, I will look into it whenever I have the time to do so.


Title: Re: Just some progress
Post by: Xiggah on February 07, 2012, 04:08:08 PM
If you say so. Good luck.


Title: Re: Just some progress
Post by: Carnage on February 07, 2012, 06:02:27 PM
Looks like good progress to me. The bomb freeze sounds PSA-related, at least if you're using multiple module files like I think you are.
it shouldnt be psa related since its only a pcs file we are adding  but it can be something wierd like missing a code that grants the new recolor acess to the article data of some sort  i bet ds22 will figure it out eventually  but you should try a link texture since it may be some wierd problem with zero if you use a texture you know absulutely sure that it isnt the model fault


Title: Re: Just some progress
Post by: Xiggah on February 07, 2012, 06:05:10 PM
I suppose I shouldn't be mixing terms like PSA and modules and articles... anyways, does this have anything to do with the stage expanision or beta character expansion codes?


Title: Re: Just some progress
Post by: Albafika on February 07, 2012, 06:36:19 PM
ds22, do you have any idea as to what file(s) did Dantarion actually looked into in the .ISO for BrawlMasquerade?


Title: Re: Just some progress
Post by: ♤♡◇♧ on February 08, 2012, 03:51:41 AM
CSS/battle portraits and good old ASM.


Title: Re: Just some progress
Post by: DoctorFlux(Mariodk) on February 08, 2012, 04:35:13 AM
Links bombs is not a acticle its a item so it got nothing to do with the PSA


Title: Re: Just some progress
Post by: ♤♡◇♧ on February 08, 2012, 01:57:48 PM
Okay, I figured out what caused the bomb throw crash.
Turns out the version of Gecko.NET I use crashes bombs whenever a code is loaded through USBGecko.

Also, bad news for the Wario users amongst you, you can't have more then 12 costumes total (which means Wario is at the limit).


Title: Re: Just some progress
Post by: Carnage on February 08, 2012, 02:04:24 PM
Okay, I figured out what caused the bomb throw crash.
Turns out the version of Gecko.NET I use crashes bombs whenever a code is loaded through USBGecko.

Also, bad news for the Wario users amongst you, you can't have more then 12 costumes total (which means Wario is at the limit).
wario has alot of slots already i doubt anyone has filled every slot of it already lol also ds22 just wondering will these codes also work for pal?(probably not but just wondering) since ic constants are diferent but im not sure the pcs codes  are tough


Title: Re: Just some progress
Post by: ♤♡◇♧ on February 08, 2012, 02:13:07 PM
Someone would have to port them to PAL.
And I just wanted to say that it has a limit of 12 costume slots total per character (not sure if/how G&W would work).


Title: Re: Just some progress
Post by: Carnage on February 08, 2012, 02:15:58 PM
Someone would have to port them to PAL.
And I just wanted to say that it has a limit of 12 costume slots total per character (not sure if/how G&W would work).
guess when every code is stable we pal users will have to ask standardtoaster or someone else to port them to pall i hope  in the future you had the code for every slot on the op so ppl can add the slots they need to :P  its great you found out how brawl maskerade worked xD im just wondering  if there is a way when adding pictures to the sc charracter map.pac doesnt increase his filesize much


Title: Re: Just some progress
Post by: ♤♡◇♧ on February 08, 2012, 02:28:53 PM
Thing is, I would have to write a program a la Brawl Masquerade to handle the needs of people in regards of slot usage, and I can seriously cannot write programs (I could, but I would first need to learn how to do so).
That and I'm still experimenting with the costume coding, so that won't happen anytime soon.


Title: Re: Just some progress
Post by: Carnage on February 08, 2012, 02:32:42 PM
Thing is, I would have to write a program a la Brawl Masquerade to handle the needs of people in regards of slot usage, and I can seriously cannot write programs (I could, but I would first need to learn how to do so).
That and I'm still experimenting with the costume coding, so that won't happen anytime soon.
like i said wait until everything is stable :P also for a program making  there are some ppl here in kcmm that love to make programs :P just check the brawlbox thread i bet you will find a volunteer there xD


Title: Re: Just some progress
Post by: Blerbman on February 09, 2012, 12:28:38 AM
I figured if anyone were to pick up what Dantarion left behind, it'd be you.

Thank god, really. I'm surprised this wasn't done in the beginning of Brawl hacking, when the more "complex" hacks started taking off.


Title: Re: Just some progress
Post by: DoctorFlux(Mariodk) on February 09, 2012, 12:51:40 AM
Thing is, I would have to write a program a la Brawl Masquerade to handle the needs of people in regards of slot usage, and I can seriously cannot write programs (I could, but I would first need to learn how to do so).
That and I'm still experimenting with the costume coding, so that won't happen anytime soon.
maybe let blackjax96 do that program in brawlbox next version?
so we already got that program merged with next brawlbox


Title: Re: Just some progress
Post by: ♤♡◇♧ on February 09, 2012, 07:31:18 AM
Posting 2 notes here:
- G&W costume seems to be hardcoded to only load from his 00 costume, so adding additional recolors (and especially different models like Paper Mario) is most likely impossible.

- Even though the limit is 12 costumes total per character, most characters will never reach that limit due to limitations in the char_bust_tex (9-10 costumes total being the limit).


Title: Re: Just some progress
Post by: DoctorFlux(Mariodk) on February 09, 2012, 07:44:12 AM
if this gets done
i think i needing to update many of my moveset packs for get recolours to work with this

anyway i found a way to save alot of filesize on the Menu file
just replace the team icon/names in the menu file of the char. with a img file: 4x4 size (black)
thats what i did on my menu so i dont have to think about team icons/names then i replace a char. just think about CSPs


Title: Re: Just some progress
Post by: Carnage on February 09, 2012, 09:46:06 AM
Posting 2 notes here:
- G&W costume seems to be hardcoded to only load from his 00 costume, so adding additional recolors (and especially different models like Paper Mario) is most likely impossible.

- Even though the limit is 12 costumes total per character, most characters will never reach that limit due to limitations in the char_bust_tex (9-10 costumes total being the limit).
we already new gw would be different becuase he is controled by pallets or something buts its a shame i would love to have paper mario and mr game and watch but then each mr gw pcs would be 6 slots so he would have tons of recolours with like 3 pcs files lol but if hes hardcoded then let him be  having 9-10 recolours per character is already preety awnsome xD do characters with less than 6 pikachu(4) lucario,jigly(5) are this the ones that will go up to 9?


Title: Re: Just some progress
Post by: Xiggah on February 09, 2012, 02:34:44 PM
You know, there are a lot of coders here who would be willing to help. BlackJax, Mewtwo2000, even I can help you make a program.


Title: Re: Just some progress
Post by: Shun_One on February 09, 2012, 03:09:05 PM
I'd like to offer some help, but I don't know a lick of programming (willing to learn though). So, if I understand this right, using USBGecko, you're injecting an additional costume slot for a character using ASM codes?


Title: Re: Just some progress
Post by: Gigan X3 on February 12, 2012, 02:46:33 PM
Man, it's great to know that this is still being worked on, maybe if you change the title of the thread more people will know that this project isn't dead. Thank you so much Mr. ds22 for taking your time.


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 16, 2012, 11:14:18 AM
Remember this?:
In order to change Jiggz result name, open up main.dol in a hex editor and search for 'Jigglypuff', which should take you to a section with most of the result names (be aware that the size of the name has to stay the same size, so Jigglypuff, being 10 characters, being replaced with a 10 character name or less with spaces to fill the remaining spots).

And I think G&W's Z-axis is 0 due to the fact that sometimes, when you throw his and he faces the screen with his mouth open, you will be able to look through him through that part.
And like Tcll mentioned, his Z-axis is forced to be 2D through the stages Z-axis rather then his own Z-axis (as that would have him flip like when Mario would turn around in Paper Mario).


(http://i.imgur.com/h1c1x.png)
Code:
064564D0 0000000C
44656465 64652020
20202000 00000000


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on February 16, 2012, 11:21:46 AM
code to change how many letters the result names have?


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 16, 2012, 11:24:15 AM
Code to change the result name without messing with the main.dol file (Dedede just being an example).


Title: Re: Brawlmasquerade & other coding stuff
Post by: DoctorFlux(Mariodk) on February 16, 2012, 11:42:48 AM
so it will soon be possible to change like
R.o.B result name  to Geno or Donkey kong to shadow ?


Title: Re: Brawlmasquerade & other coding stuff
Post by: Spex130 on February 16, 2012, 11:43:31 AM
That's wonderful! (Good work. Really!)

You coder people are so so coooool.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on February 16, 2012, 01:11:01 PM
Code to change the result name without messing with the main.dol file (Dedede just being an example).
thats a thing that can come in handy :P maybe i can finally get ride of lucario for mewtwo someday since only thing left from lucario its the result name xD also any progress with brawl masquerade?


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 16, 2012, 01:15:45 PM
Not much progress on Brawl Masquerade, but at least I now know what I need to do in ASM to get it to work.
And I'm thinking about how I should release it, as right I'm thinking about releasing it in the form of a few codes that adds 2 costumes to each character sans Wario and Mr. G&W.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on February 16, 2012, 01:19:14 PM
Not much progress on Brawl Masquerade, but at least I now know what I need to do in ASM to get it to work.
And I'm thinking about how I should release it, as right I'm thinking about releasing it in the form of a few codes that adds 2 costumes to each character sans Wario and Mr. G&W.

good thinking 2 costumes at a time guess you gonna activate slots that no character has like 8 and 9 :P and will you include a modified sc_characarcter.pac? with the two added costumes? or ppl can just add thenselves that?


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 16, 2012, 01:24:01 PM
I will include one, but with 2 extra default color portraits for each character and a blank battle portrait that you just need to copy for each recolor.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Spex130 on February 16, 2012, 01:37:38 PM
And I'm thinking about how I should release it, as right I'm thinking about releasing it in the form of a few codes that adds 2 costumes to each character sans Wario and Mr. G&W.


Sounds like a plan.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Gigan X3 on February 16, 2012, 02:48:49 PM
Awesome, 2 costumes is already a big improvement, I'm so excited about this!


Title: Re: Brawlmasquerade & other coding stuff
Post by: Xiggah on February 16, 2012, 03:02:36 PM
And it goes without saying that files like main.dol should be editable with Brawlbox... We're on custom animations right now, and the PSA will be the focus after that, but I wouldn't be surprised to see someone else suddenly cracking file types soon. Especially with coders like you knowing how to work the system.


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 16, 2012, 04:43:14 PM
I don't think main.dol will ever be editable in BBox, since it's not really that structured like most files on the disk (and it currently can't be loaded through FPC anyway).

Also, should I give Pikachu 3 additional costumes or should I just give him 2?


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on February 16, 2012, 04:51:30 PM
I don't think main.dol will ever be editable in BBox, since it's not really that structured like most files on the disk (and it currently can't be loaded through FPC anyway).

Also, should I give Pikachu 3 additional costumes or should I just give him 2?
to balance thngs out i say 3 since pika has only 4 :S so he would go up to 7 while characters with 6 + 2 extra will be eight slots and pika still lozing :P i would say if it was possible even things out like besides wario and GW give all characters 8 slots to choose from like the 6(normal) get 2 slots,the 5 (lucario jigly isnt there one more? probably pokemon trainer pokes?) would get 3 and pika gets 4 since he has a really low number of slots :S so every character would get 8 :P


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 16, 2012, 05:03:23 PM
I will give Pikachu 3, but the rest 2 so that the minimum is 7 costumes.
And G&W will be the one losing out, due to him being to only one without additional recolors (he having 6 'costumes' while the rest has 7-8 costumes).


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on February 16, 2012, 05:10:03 PM
I will give Pikachu 3, but the rest 2 so that the minimum is 7 costumes.
And G&W will be the one losing out, due to him being to only one without additional recolors (he having 6 'costumes' while the rest has 7-8 costumes).
well fair deal:P just wondered one thing when you had a costume to pt trainer do all pokes get one ? if not what would hapen if a poke has more costumes than the others?


Title: Re: Brawlmasquerade & other coding stuff
Post by: SonicBrawler on February 16, 2012, 05:16:14 PM
i have a headache, so i didnt read anyhitng or what ever, but is the code in the OP the code for the costumes, or what? im jw


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 16, 2012, 05:31:48 PM
It's to change DDD's result name from 'King Dedede' to 'Dedede'.


Title: Re: Brawlmasquerade & other coding stuff
Post by: SonicBrawler on February 16, 2012, 05:33:05 PM
oh okay thats cool. wait, so with codes i could, for example, change DK's name thingy to Shadow?


Title: Re: Brawlmasquerade & other coding stuff
Post by: Shun_One on February 17, 2012, 12:11:47 AM
I will give Pikachu 3, but the rest 2 so that the minimum is 7 costumes.
And G&W will be the one losing out, due to him being to only one without additional recolors (he having 6 'costumes' while the rest has 7-8 costumes).

Seems like the best way to go from my POV.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Xiggah on February 17, 2012, 01:35:01 AM
Not much progress on Brawl Masquerade, but at least I now know what I need to do in ASM to get it to work.
And I'm thinking about how I should release it, as right I'm thinking about releasing it in the form of a few codes that adds 2 costumes to each character sans Wario and Mr. G&W.


I've heard that a lot about a few of Brawl's precompiled files, the .rel files and .dol files. They're different from other files and would need to have a new system in Brawlbox but it's never impossible, it's whether or not we're willing to put our noses to the grindstone to do it, if we think that we should be able to do it or not.


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 17, 2012, 07:08:59 AM
oh okay thats cool. wait, so with codes i could, for example, change DK's name thingy to Shadow?

Basically yes.

I've heard that a lot about a few of Brawl's precompiled files, the .rel files and .dol files. They're different from other files and would need to have a new system in Brawlbox but it's never impossible, it's whether or not we're willing to put our noses to the grindstone to do it, if we think that we should be able to do it or not.

http://wiibrew.org/wiki/Dol (http://wiibrew.org/wiki/Dol)

And Module files (.rel) are basically compiled scripts based on C written .elf and .plf files, so someone should make a decompiler before it actually can be editable in BBox.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Sky Grounder on February 17, 2012, 03:18:51 PM
*subscribes to thread* I'm amuzed by the fact that Brawl Masquerade is still being worked on :D even though you're starting it from scratch.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Hubert Oswell on February 17, 2012, 03:35:00 PM
Is this stuff similar to adding custom characters, but with different files?


Title: Re: Brawlmasquerade & other coding stuff
Post by: SonicBrawler on February 17, 2012, 03:42:26 PM
hey, imma be working on master hand over dedee, so i edited the cod ein teh OP to show maste rhand. is it okay if i keep it and release it (with credit to u obcousre) wheni release the hack?


Title: Re: Brawlmasquerade & other coding stuff
Post by: Shun_One on February 17, 2012, 03:44:19 PM
Is this stuff similar to adding custom characters, but with different files?

Not sure I'm understanding the question, but what this does is add more costume slots per character. If that's what you're asking, then yes. It's like replacing textures without actually replacing them.


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 17, 2012, 05:03:41 PM
*subscribes to thread* I'm amuzed by the fact that Brawl Masquerade is still being worked on :D even though you're starting it from scratch.
It's actually easy if you have an USB Gecko and the addresses in ASM.
Would've been easier if Dantarion had actually released his program, but this will do as well.

Is this stuff similar to adding custom characters, but with different files?
I create new and empty texture slots, which you can fill in to satisfy your own preferences.

hey, imma be working on master hand over dedee, so i edited the cod ein teh OP to show maste rhand. is it okay if i keep it and release it (with credit to u obcousre) wheni release the hack?
Sure, go ahead.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on February 17, 2012, 05:07:40 PM
ds22 you dont happen to get contact with anyone that ports code to pal like deathwolf or standardtoaster? it would be good if they ported this codes to pal before the release i would be glad to test them out like i did with ic constants


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 17, 2012, 06:03:24 PM
I do speak with Standardtoaster on a regular bases, but I don't think he currently has the time to port that all to PAL.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on February 18, 2012, 02:03:03 AM
I do speak with Standardtoaster on a regular bases, but I don't think he currently has the time to port that all to PAL.
even if he cant port them now asking and sending him the codes so someday he can port them would also be a big help ofr pal users.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Sky Grounder on February 18, 2012, 06:41:53 AM
You can also ask Tomiie @ SWF (Macopride64 @ WiiRd). He recently ported Custom CSS v3 to PAL, and are currently porting some other CSS codes aswell.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on February 18, 2012, 07:11:45 AM
You can also ask Tomiie @ SWF (Macopride64 @ WiiRd). He recently ported Custom CSS v3 to PAL, and are currently porting some other CSS codes aswell.
well i guess i will have to wait until the codes are released to ask for a port :P


Title: Re: Brawlmasquerade & other coding stuff
Post by: SSJ Is Clueless! on February 18, 2012, 09:25:39 AM
ima post so i can watch this thread cant wait for more slots its gonna awsome


Title: Re: Brawlmasquerade & other coding stuff
Post by: Albafika on February 19, 2012, 07:12:54 AM
Hmm, did you have to reduce the quality of the rest of the CSPs so it can read these ones without freezing? Or will this only work with Riivo?


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on February 19, 2012, 07:42:39 AM
Exported and re-imported them without palette, thereby reducing the quality a bit.


Title: Re: Brawlmasquerade & other coding stuff
Post by: BriefCasey795 on February 21, 2012, 08:20:46 PM
This is gonna be awesome. Looking forward to it.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on March 12, 2012, 01:13:47 PM
So ds22 any progress with this?


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on March 12, 2012, 02:02:39 PM
Not really.
I've been very busy with other stuff, so you'll have to forgive me for not paying attention to Masquerade.
I have however made the cosmetic stuff needed for this and one half of the code, so when I have enough time to do so, I'll either finish the second part as a whole or split it up per character and release them in parts.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on March 12, 2012, 02:07:01 PM
Not really.
I've been very busy with other stuff, so you'll have to forgive me for not paying attention to Masquerade.
I have however made the cosmetic stuff needed for this and one half of the code, so when I have enough time to do so, I'll either finish the second part as a whole or split it up per character and release them in parts.
well thats some progress :P


Title: Re: Brawlmasquerade & other coding stuff
Post by: KnightMario on March 18, 2012, 04:16:43 PM
I was looking into this earlier today.
I think I could probably try adding fitmario01 to mario...
but it will most likely fail.
I think I'll try editing the rel file.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on March 18, 2012, 04:19:55 PM
I was looking into this earlier today.
I think I could probably try adding fitmario01 to mario...
but it will most likely fail.
I think I'll try editing the rel file.
this is not rel based is code based if you see how this works


Title: Re: Brawlmasquerade & other coding stuff
Post by: BlueBrain on March 18, 2012, 04:25:28 PM
will this eventually become reality, like model importing?


Title: Re: Brawlmasquerade & other coding stuff
Post by: KnightMario on March 18, 2012, 06:44:05 PM
probably. we have a lot of info on it so...
and I think  I'm going to make the mario 01 rel now...


Title: Re: Brawlmasquerade & other coding stuff
Post by: Segtendo on March 19, 2012, 07:24:36 AM
probably. we have a lot of info on it so...
and I think  I'm going to make the mario 01 rel now...
Good luck with that. [/sarcasm]


Title: Re: Brawlmasquerade & other coding stuff
Post by: LC-DDM on March 19, 2012, 09:39:25 AM
ALL. OF. MY. WANT.

Excuse me as I go change my pants and defect to the US copy in excitement. 8D

atleastuntilapalversionofthecodecomesherpderp


Title: Re: Brawlmasquerade & other coding stuff
Post by: ASF1nk on March 29, 2012, 03:29:46 AM
ME GUSTA

I really hope this doesn't turnout like the other one...


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 02, 2012, 07:38:08 AM
Shouldn't try to do an April Fools joke at 3AM half asleep ever again.

But yeah, still almost no progress since last time...


Title: Re: Brawlmasquerade & other coding stuff
Post by: SonicBrawler on April 02, 2012, 04:02:28 PM
D: that stinks


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 02, 2012, 04:28:08 PM
Project M demo 2 release preparations + IRL stuff.


Title: Re: Brawlmasquerade & other coding stuff
Post by: SonicBrawler on April 02, 2012, 04:54:41 PM
psh, who needs P:M  :P
extra slots are where its at. lol jk. i cant wait for P:M

anyway, with this information you are etting, do you think you will eb able to maek one slto PSA's?


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 02, 2012, 05:03:32 PM
That, my friend, will never happen.


Title: Re: Brawlmasquerade & other coding stuff
Post by: SSJ Is Clueless! on April 02, 2012, 05:04:10 PM
dare to dream


Title: Re: Brawlmasquerade & other coding stuff
Post by: SonicBrawler on April 02, 2012, 05:22:46 PM
That, my friend, will never happen.

crud monkeys! D:


Title: Re: Brawlmasquerade & other coding stuff
Post by: Hubert Oswell on April 02, 2012, 10:17:00 PM
That, my friend, will never happen.

Will we be able to have a PSA that doesn't replace anything? (Ex: Marth and the Roy over Marth PSA can fight at the same time, same place)


Title: Re: Brawlmasquerade & other coding stuff
Post by: BlackJax96 on April 02, 2012, 10:43:08 PM
Will we be able to have a PSA that doesn't replace anything? (Ex: Marth and the Roy over Marth PSA can fight at the same time, same place)

Crack DOL and REL and then we'll talk


Title: Re: Brawlmasquerade & other coding stuff
Post by: Albafika on April 02, 2012, 10:47:38 PM
Will we be able to have a PSA that doesn't replace anything? (Ex: Marth and the Roy over Marth PSA can fight at the same time, same place)
... I think that's what we all call Clone Engine. You're quite an old member, you should know this.

anyway, with this information you are etting, do you think you will eb able to maek one slto PSA's?
Lol, this is stunning.


Title: Re: Brawlmasquerade & other coding stuff
Post by: Sky Grounder on April 03, 2012, 03:35:55 AM
Crack DOL and REL and then we'll talk
Took the words right out of my mouth.

Won't we need a decompiler for them?


Title: Re: Brawlmasquerade & other coding stuff
Post by: LC-DDM on April 03, 2012, 12:12:26 PM
Project M demo 2 release preparations + IRL stuff.

Tell me there's going to be a standalone version of Masquerade...


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 03, 2012, 12:38:22 PM
Don't worry, Masquerade will be separate from Project M.


Title: Re: Brawlmasquerade & other coding stuff
Post by: KnightMario on April 03, 2012, 02:45:04 PM
That, my friend, will never happen.
people said that about model importing. (I'm pretty sure)
and I think it would be so that you would need to have 3 different files for someone.
EX:
If roy vs marth = marth load files for a character port over yoshi
if roy vs marth vs yoshi = marth load files for a character port over jigglypuff
if roy vs marth vs yoshi vs jigglypuff = marth load files for a character port over ness
if roy vs marth vs ness = marth load character port over yoshi
if marth vs roy vs jigglypuff: marth load character over yoshi
if marth vs roy vs yoshi ness: jiggly
if marth vs ness vs jiggly: yoshi

whoever codes this is epicness


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on April 03, 2012, 02:58:36 PM
people said that about model importing. (I'm pretty sure)
and I think it would be so that you would need to have 3 different files for someone.
EX:
If roy vs marth = marth load files for a character port over yoshi
if roy vs marth vs yoshi = marth load files for a character port over jigglypuff
if roy vs marth vs yoshi vs jigglypuff = marth load files for a character port over ness
if roy vs marth vs ness = marth load character port over yoshi
if marth vs roy vs jigglypuff: marth load character over yoshi
if marth vs roy vs yoshi ness: jiggly
if marth vs ness vs jiggly: yoshi

whoever codes this is epicness
your forgetting that every characters can only have one rel so marth rel cant be over multiple characters and  so on i beliebe having more than one pac file will never happens since its  a totally diferent thing from everything that has been done


Title: Re: Brawlmasquerade & other coding stuff
Post by: KnightMario on April 03, 2012, 03:01:34 PM
I said it would load something else if it happened, like the clone engine (working, so hold a button for diff load, just make it if vs instead of button)


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 03, 2012, 03:10:09 PM
Like I said, a moveset per texture slot will NEVER happen, since it's impossible to have more then one moveset per character slot.


Title: Re: Brawlmasquerade & other coding stuff
Post by: BlackJax96 on April 03, 2012, 04:21:48 PM
Took the words right out of my mouth.

Won't we need a decompiler for them?

Yeah. Somebody will need to code it... >.>

Like I said, a moveset per texture slot will NEVER happen, since it's impossible to have more then one moveset per character slot.

UNLESS DOL and REL files are fully figured out out, decompiled (if necessary), parsed, rebuilt, and then recompiled (if necessary). Then we could like, reprogram the game to use new files and stuff. :srs:
Assuming that Riivolution would allow us to do this, which it probably would.


Title: Re: Brawlmasquerade & other coding stuff
Post by: KnightMario on April 03, 2012, 04:51:09 PM
yayz, you use riiv!
but I can't wait 'till that happens, man. it would be sweet!


Title: Re: Brawlmasquerade & other coding stuff
Post by: DoctorFlux(Mariodk) on April 03, 2012, 06:21:18 PM
model importing, .rel ported marth/ike/jiggypuff/metaknight and add more texture slots
ppl said before was also impossible before it was made
so why not oneslot moveset too
i think it will be alot harder then make model importing/.rel ports/add more texture slot possible so hard so no one SSBB hackers can do it or maybe they can but dont got the time to try



Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 03, 2012, 06:56:43 PM
Unless you can decompile, rewrite and recompile the whole game, it will not be possible.
And last time I checked, I haven't seen a Wii game being entirely rewritten from the ground up (and I mean ENTIRELY).


Title: Re: Brawlmasquerade & other coding stuff
Post by: BlackJax96 on April 03, 2012, 07:09:51 PM
Unless you can decompile, rewrite and recompile the whole game, it will not be possible.
And last time I checked, I haven't seen a Wii game being entirely rewritten from the ground up (and I mean ENTIRELY).

We should change that. ;o


Title: Re: Brawlmasquerade & other coding stuff
Post by: JCentavo on April 03, 2012, 07:28:38 PM
model importing, .rel ported marth/ike/jiggypuff/metaknight and add more texture slots
ppl said before was also impossible before it was made
so why not oneslot moveset too
i think it will be alot harder then make model importing/.rel ports/add more texture slot possible so hard so no one SSBB hackers can do it or maybe they can but dont got the time to try


You would have to write a code for the game to read a new motionetc.pac and what slot for it to be loaded on. It'd be much better to just get the clone engine done, and if you wanted voices changed and anything else for that character, you'd once again would have to write another code up and have it point to that spot.
Tldr; New coding to find the character and too much of a hassle just to have an alternate motionetc.pac loaded. Not worth it.


Title: Re: Brawlmasquerade & other coding stuff
Post by: ASF1nk on April 20, 2012, 03:04:32 PM
(http://i105.photobucket.com/albums/m202/antjor_s38/1zzrryt.png)


Title: Re: Brawlmasquerade & other coding stuff
Post by: KnightMario on April 20, 2012, 03:10:18 PM
you don't have to rush him, but it is taking a while.


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 23, 2012, 06:38:04 AM
Have to admit, it got stuck in development hell as I've been busy with P:M stuff and IRL stuff, though I am planning to at least release a PoC pack with added costume slots for a few characters.


Title: Re: Brawlmasquerade & other coding stuff
Post by: SSJ Is Clueless! on April 23, 2012, 06:48:59 AM
yah when do you plan it


Title: Re: Brawlmasquerade & other coding stuff
Post by: Spex130 on April 23, 2012, 06:49:18 AM
So, this time there are tangiable results?

How does this system work, anyway?


Title: Re: Brawlmasquerade & other coding stuff
Post by: BlueBrain on April 23, 2012, 07:04:38 AM
which characters?
any freezes?


Title: Re: Brawlmasquerade & other coding stuff
Post by: LC-DDM on April 23, 2012, 07:40:14 AM
PAL version too? *shot*


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 23, 2012, 10:45:00 AM
yah when do you plan it
Whenever I have the time and willpower to do so.

So, this time there are tangiable results?

How does this system work, anyway?
Yes, and in order to fully understand and replicate the process, you would need to have an USBGecko.

which characters?
any freezes?
Not sure yet, though at least one of them will be Pikachu.
And no freezes as far as I can tell.

PAL version too? *shot*
Considering that I have the PAL version as well as the NTSC-U and -J versions of Brawl, I could port it (that is, again, only if I have the time and willpower to do so).


Title: Re: Brawlmasquerade & other coding stuff
Post by: BlueBrain on April 23, 2012, 10:47:09 AM
nice!
if pikachi had more slots, rel porting someone over pikachu would give the ported character more slots, right?


Title: Re: Brawlmasquerade & other coding stuff
Post by: SSJ Is Clueless! on April 23, 2012, 11:08:00 AM
ok well hope soon



Title: Re: Brawlmasquerade & other coding stuff
Post by: the98pika on April 23, 2012, 11:28:37 AM
That sounds awesome can't wait! :D


Title: Re: Brawlmasquerade & other coding stuff
Post by: KnightMario on April 24, 2012, 05:08:24 PM
please add mario! :P
(but make the slot 01)


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 25, 2012, 05:10:04 PM
Something small I did on the side:
 (http://www.youtube.com/watch?v=aH9NMmkH648#ws)


Title: Re: Brawlmasquerade & other coding stuff
Post by: DSX8 on April 25, 2012, 05:15:14 PM
Something small I did on the side:
 ([url]http://www.youtube.com/watch?v=aH9NMmkH648#ws[/url])
im guessing this shows that Dr. Mario is on a extra slot? o.o


Title: Re: Brawlmasquerade & other coding stuff
Post by: Shun_One on April 25, 2012, 05:17:17 PM
Something small I did on the side:
 ([url]http://www.youtube.com/watch?v=aH9NMmkH648#ws[/url])

Nice. The sandbag bounces off of the back wall.


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 25, 2012, 05:41:30 PM
I basically removed the glass barrier and added a back wall, making it more similar to Melee.
Thing is though, I can't push the back wall further back like in Melee as there is hardcoding present that disqualifies your distance whenever Sandbag is knocked back there.
Basically, what I need is a module editor with which I at least can remove that background check (at least if that check is performed by the HRC stage module).

Also, still can't grab Sandbag due to him being an item and not a character like he was in Melee.


Title: Re: Brawlmasquerade & other coding stuff
Post by: pikazz on April 26, 2012, 12:31:49 AM
can you edit the rel so it's using something else like a item or a character instead? o.o
the item should be only a bit to change the ID but the character would be little more difficult since it has articles and other stuff to load :/
wouldn't marth or jigglypuff be perfect to make it load instead for sandbag? since they has no articles


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 26, 2012, 04:05:36 AM
No, since I don't know how to edit the HRC stage module to have that changed.


Title: Re: Brawlmasquerade & other coding stuff
Post by: pikazz on April 26, 2012, 05:12:17 AM
ds22? do you remember PWs program so you can look into rel more?
have look everywhere but I can't find it anymore ;_;

I changed the Homerunbat with the golden hammer in the HBC module :D
know exactly which string you must edit to change the homerun bat into something else


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on April 26, 2012, 06:54:47 AM
Here it is: http://www.mediafire.com/?bdfe1od2m1aj99o (http://www.mediafire.com/?bdfe1od2m1aj99o)
Though I doubt it could be changed to load a character rather then an item.


Title: Re: Brawlmasquerade & other coding stuff
Post by: pikazz on April 26, 2012, 07:00:33 AM
Here it is: [url]http://www.mediafire.com/?bdfe1od2m1aj99o[/url] ([url]http://www.mediafire.com/?bdfe1od2m1aj99o[/url])
Though I doubt it could be changed to load a character rather then an item.

THANK YOU! :D have search everywhere after that!
I believe it's easier to make it into a item instead for a character since HBC's sandbag is on itemlist as 4F on hex :/

oh, also a funny thing I found in online trainings items, they are loading 2 types of items and both of them are sandbag O-o
you can change them into 2 diffirent items, the first one will load at the beginning of the game.
after the first one has disappeared, the second item will come out and after that disappeared, the second one appears again.
you can also change the trigger of which item has to disappear/missing for the second item will get load.where is 2 triggers and both of them is aimed into the second item


Title: Re: Brawlmasquerade & other coding stuff
Post by: Carnage on April 26, 2012, 07:03:37 AM
so any progress on brawl masquerade?


Title: Re: Brawlmasquerade & other coding stuff
Post by: ♤♡◇♧ on May 21, 2012, 07:59:05 AM
Locked until further notice.