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« on: November 10, 2012, 04:40:11 PM » |
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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+ IkeLinkLucarioMarioMarthPeachPikachuPikminPitSnakeSonicWolfAlso, 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 3.3How 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 v3.2To 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: 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.
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« Last Edit: July 23, 2013, 09:17:37 AM by SonicBrawler »
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Quotes: Not all people have the luxury of being able to buy things whenever they want.
Some people are barely scraping by in the economy.
Modding has made you guys so spoiled.
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« Reply #1 on: November 10, 2012, 04:52:36 PM » |
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Awesome. I just wish someone would figure out how to add extra slots to the CSS.
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« Reply #2 on: November 10, 2012, 04:58:16 PM » |
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Awesome. I just wish someone would figure out how to add extra slots to the CSS. Which would mean modifying the common5.pac, add more BPs, etc.
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #3 on: November 10, 2012, 05:46:58 PM » |
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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: 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 » |
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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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Quotes: Not all people have the luxury of being able to buy things whenever they want.
Some people are barely scraping by in the economy.
Modding has made you guys so spoiled.
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« Reply #5 on: November 10, 2012, 06:05:16 PM » |
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Oh
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« Reply #6 on: November 10, 2012, 06:10:23 PM » |
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If Link is possible, I will love you. >_>
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #7 on: November 10, 2012, 06:13:21 PM » |
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If Link is possible, I will love you. >_>
*looks at rel info i have about Link* yeah, atm i dont think he is possible
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Quotes: Not all people have the luxury of being able to buy things whenever they want.
Some people are barely scraping by in the economy.
Modding has made you guys so spoiled.
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« Reply #8 on: November 10, 2012, 06:14:03 PM » |
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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 » |
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Maybe Tabuu could have his own slot lol
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« Reply #10 on: November 10, 2012, 06:19:30 PM » |
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Maybe Tabuu could have his own slot lol Thats the main reason i ported Ganon
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Quotes: Not all people have the luxury of being able to buy things whenever they want.
Some people are barely scraping by in the economy.
Modding has made you guys so spoiled.
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« Reply #11 on: November 10, 2012, 06:24:59 PM » |
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Thats the main reason i ported Ganon now CSS expansion is left to figurw out
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« Reply #12 on: November 10, 2012, 06:30:21 PM » |
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Thats the main reason i ported Ganon Ganon wants his revenge on Tabuu.....but he wants to do it in Green Greens. XD
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NNID: Cha0sKnight 3DS FC: 4768-7680-2509
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« Reply #13 on: November 10, 2012, 06:36:02 PM » |
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green greens.......so........manly!!! oFT0
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« Reply #14 on: November 10, 2012, 06:51:50 PM » |
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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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