Errr.....clone engin
http://www.ustream.tv/channel/strongbad338dude
There is it.....it works :/
http://opensa.dantarion.com/wiki/Clone_Engine
Da codes(for brave basterds that wanna do it lol)
Usage Storage Engine (Dont Wreck My Music) [Dantarion]
060AF160 0000000C
3C808120 3800000B
38840B10 00000000
Usage Storage Engine Data
07200B10 00000018
110E120E 04030F0D
1D1B1F1B 211B1E1B
201B221B 32110000
This code is needed to stop the game from saving usage data into an invalid location. That is what causes My Music to freeze after using Alloys. This code only lets you use independant Pokemon and Roy. I need to v2 it for all the other characters that the other No Wreck My Music Code does.
Roy has Marths IC-Constant [Dantarion]
C2858928 00000003
2C040027 40820008
38800011 1C040038
60000000 00000000
This code is needed to let Roy use Marths IC-Constant data. Without it, Roy would not be able to double jump without freezing the game. It will be needed for other characters as well.
Roy Instance Slot File [Dantarion]
07200A00 00000020
726F792F 46697452
6F792E70 61630000
66745F72 6F792E72
656C0000 00000000
04AD813C 81200A10
04AD7EDC 81200A00
This code has 2 parts.
Part 1 writes "roy/FitRoy.pac" and "ft_roy.rel" to a empty space in memory. Part 2 writes pointers to those two strings in the instance slot positions for ROY
MarioD Character Slot->Roy Instance [Dantarion]
06AD8578 00000010
00000027 FFFFFFFF
FFFFFFFF FFFFFFFF
04455568 13321D10
044557D8 10011332
Universal Walljumping [Dantarion]
C285893C 00000003
2C030024 4082000C
38600001 48000008
7C63002E 00000000
No Walljumping [Dantarion]
C285893C 00000003
2C030024 4082000C
38600000 48000008
7C63002E 00000000
Custom CSS v3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002B
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 23201B5D
5E5C1121 18221226
27285100 00000000
Um...Roy and Mewtwo are bring worked on :P
http://opensa.dantarion.com/wiki/Clone_Engine_Example_Codes
http://opensa.dantarion.com/wiki/Patching_Charcter_Modules
Lol i kid about the codes,DONT try them urself,i kid.
*waits for noob to test it*
Quote from: PhantomWings on February 24, 2011, 08:06:51 PM
Gasp... Wheeze... I barely made it out alive! But I got it... I got it.
Behold! The very first Generic module!
[>>>>>Here<<<<<] (http://www.mediafire.com/?ztfthtug6o0obcb)
This module will allow you to clone Ike over any character in the roster and - when I finish the actual Engine part of the Clone Engine - clone him into any empty space in the roster.
In order to clone a character you need to put all of their resources (moveset, models, motion and final smash) into the target character's folder named according to the target character's name. Then adjust the generic module to match the character (Read the Change.txt) and rename it to the target character's module name.
If you want to go the extra mile and add sound whenever the host character isn't present, then you can adjust the sound banks to your liking with the following code:
Sound Bank Modifier:[Phantom Wings]
4A000000 80AD89E0
1400ZZZZ 0000000YY
E0000000 80008000
ZZZZ = XX * 0x04
Characters [XX]:
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)
Sound Bank Values [YY]:
01 Mario
02 Link
03 Pit
04 Metaknight
05 Dedede
06 Donkey Kong
07 Samus/Zero Suit Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain Falcon
0E Ness
0F Bowser
10 Peach
11 Zelda/Sheik
12 Popo/Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Olimar
19 Lucas
1A Diddy Kong
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Ivysaur
1F Lucario
20 Ike
21 Rob
22 Jigglypuff
23 Toon Link
24 Wolf
25 Snake
26 Sonic
27 Unknown
28 Alloy
29-4B Unknown
And finally, for your convenience and to prove that it works properly, here's a fully equipped clone of Ike Cloud over Mario.
[>>>>>Download<<<<<] (http://www.mediafire.com/?c3kt44366mnaamm)
Some things to note:
-As noted above, unless you use the Sound Bank modifier, the clone will not have any unique sounds or voice if the host character is not in the match.
-If both the clone and the original are in the match, only one set of Graphic effects will be used. This is because the graphics are being loaded into a single set of ids that both movesets are calling whenever they create graphic effects. (To fix this, we'd need to further analyze the graphic effect files)
-The .Pac file which is usually considered optional when reskinning an existing character is required if you want to use training or SSE with the clone.
-Replacing the target character's Entry file is optional, but if you don't replace it then the original's entry Articles will still appear.
-All the Cloud outfits in the example file are the same... .
Before I go, please no requests for modules. I haven't mastered the art patching them yet so I need a little more time before I can mass produce them.
Quote from: KAZECoyote on February 25, 2011, 04:44:47 AM
I got it working. For those who are still having problems:
4A000000 80AD89E0
1400ZZZZ 000000YY
E0000000 80008000
(YY will be 20 since we are using ike.)
Replace ZZZZ with below
0000 Mario
0004 Donkey Kong
0008 Link
000C Samus
0010 Yoshi
0014 Kirby
0018 Fox
001C Pikachu
0020 Luigi
0024 Captain Falcon
0028 Ness
002C Bowser
0030 Peach
0034 Zelda
0038 Sheik
003C Popo
0040 (Nana)
0044 Marth
0048 Mr. Game & Watch
004C Falco
0050 Ganondorf
0054 Wario
0058 Metaknight
005C Pit
0060 Zero Suit Samus
0064 Olimar
0068 Lucas
006C Diddy Kong
0070 Pokemon Trainer
0074 Charizard
0078 Squirtle
007C Ivysaur
0080 Dedede
0084 Lucario
0088 Ike
008C Robot
0090 (Pra-mai)
0094 Jigglypuff
0098 (Mewtwo)
009C (Roy)
00A0 (Dr. Mario)
00A4 Toon Link
00A8 (Toon Zelda)
00AC (Toon Sheik)
00B0 Wolf
00B4 (Dixie)
00B8 Snake
00BC Sonic
00C0 Giga Bowser
00C4 Warioman
00C8 Red Alloy
00CC Blue Alloy
00D0 Yellow Alloy
00D4 Green Alloy
00D8 (Mario D)
Quote from: EternalYoshi on February 25, 2011, 05:28:28 PM
Attention everyone:
If you are planning on trying to replace him over a multi-jumper, you must change the IC constants as well or you will get a freeze when jumping.
XX has YY's IC-Constant [Dantarion]
C2858928 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000
IDs
Mario 00
DK 01
Link 02
Samus 03
Yoshi 04
Kirby 05
Fox 06
Pikachu 07
Luigi 08
Falcon 09
Ness 0A
Bowser 0B
Peach 0C
Zelda 0D
Sheik 0E
Popo 0F
Nana 10
Marth 11
G&W 12
Falco 13
Ganon 14
Wario 15
MK 16
Pit 17
ZSS 18
Olimar 19
Lucas 1A
Diddy 1B
Chariz 1D
Squirt 1E
Ivysaur 1F
Dedede 20
Lucario 21
Ike 22
ROB 23
Jiggs 25
Toony 29
Wolf 2C
Snake 2E
Sonic 2F
DO NOT MIX THIS WITH ROB FOR NOW.
Dantarion is GOD.
But sadly I don't know how to make it work... I'll better wait that someone makes a tutorial for it...
So what I hear of people is that they, after applying the codes, still don't get an extra Marth slot?
If so, I might know what the problem could be...
Quote from: ds22 on September 29, 2010, 08:28:06 PM
So what I hear of people is that they, after applying the codes, still don't get an extra Marth slot?
If so, I might know what the problem could be...
YOU!!!!!!!!!!!
*grabs*
So i heard from a mudkipz that you got it to run :>.>:
It needs a slight modification of the Custom CSS code, to add the slot.
And within a few moments I will try to explain how (I need to look around a bit).
Quote from: ds22 on September 29, 2010, 08:41:41 PM
It needs a slight modification of the Custom CSS code, to add the slot.
And within a few moments I will try to explain how (I need to look around a bit).
Yeah i heard about that.
Well if you could help make a small tut that would be great :D
If you can supply me your Custom CSS code from your codelist text file, I can show you how to edit it.
It's rather easy, but I suspect that some people have Alloys while others not.
EDIT: Well, just try this code instead of your current CSS code:
Custom CSS v3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002B
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 23201B5D
5E5C1121 18221226
27285100 00000000
DS22, I have another question. I read that you to replace in one of the codes a sort of "MarioD" ID or something. What do we have to replace exactly ?
???
All you have to do is apply the codes from Dantarion's wiki page and the CSS code I put up.
With all those codes, it should work.
Oh, ok thanks, because I read somewhere that you had to replace something in the code data...
I'll try this out when I'll have made a backup of my Brawl save.
You sure there isn't anything else, like a .rel file or something??
Or what to name the game files???
Is it FitRoy.pac or something???
The ft_roy.rel goes into the module folder, while the PSA goes into the roy folder in the fighter folder (yes, it's FitRoy.pac and etc).
And I don't know if the ft_roy.rel was released in public...
But wait till this gets further developed and more stable.
Did you have a ft_roy.rel when you got it working???
Quote from: EternalYoshi on September 29, 2010, 11:21:40 PM
Did you have a ft_roy.rel when you got it working???
Yes I have.
You copied-pasta'd Marth's rel?
Dantarion gave me the ft_roy.rel.
And sorry guys, you'll have to wait a little longer (until the codes are more stable).
Oh. OK.
Until then, ZZZZZzzzzzzZZZZZZzzzzzzz.
i CANT tRY IT DUE TO ME (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)ING MY sd CARD LOCK T-Y
If it's locked or something, you can flip the switch on it to turn off the write protection.
Wohoo. So I can finally watch people have their fun with extra character slots while I myself won't be able to use this because I don't want to download a NTSC-Brawl IsO just for this? Sounds fan-tucking-fastic.
@Calamitas
I know, we'll have to wait like 6 months to use it.
Quote from: EternalYoshi on October 01, 2010, 11:47:15 AM
If it's locked or something, you can flip the switch on it to turn off the write protection.
ITS (http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)SSTTTTTT!!!!!!!!!!!!!
I put tape but the hacks would cancel out when i choose a stage.
If i do it really slow,the song would die and go back to the original song that was replaced and bam :(
Quote from: Calamitas on October 01, 2010, 02:46:23 PM
Wohoo. So I can finally watch people have their fun with extra character slots while I myself won't be able to use this because I don't want to download a NTSC-Brawl IsO just for this? Sounds fan-tucking-fastic.
I loled XD
P:M is working on Clone Engine with dant, so you can assume that a clone engine will be out before PM is released.
So you can wait until FOREVER
So, when the clone engine is done fully, everyone will be able to make their own characters?
This Clone Engine sounds really cool. :P
Quote from: Epic on October 12, 2010, 02:55:37 AM
So, when the clone engine is done fully, everyone will be able to make their own characters?
This Clone Engine sounds really cool. :P
We where already doing that >_>' but this time instead of replace,we add.We well also need a code and rel forthe character we want to clone.
But...i want to know...can i clone a character 2 times?
Like I want Meta Knight and Ichigo & Grey Fox.
I don't see why it wouldn't be possible to have a character cloned 2 times.
Quote from: Zoe Drake - LuckyEva on October 12, 2010, 03:30:38 AM
Quote from: Epic on October 12, 2010, 02:55:37 AM
So, when the clone engine is done fully, everyone will be able to make their own characters?
This Clone Engine sounds really cool. :P
We where already doing that >_>' but this time instead of replace,we add.We well also need a code and rel forthe character we want to clone.
Yea, that is what I meant anyways, do you know the code for Ness?
As for now, no code for Ness has been released.
here're my questions about this:
is it possible to find the roy.rel file sumwhere???
and if so, how many costumes does he has, and what happens if u dont cover them all? will it just crash or will it use marth's textures?
does the css need the css fix code?
AND, if this friggin long code is just for 1 new character, wouldnt it be impossible to cover all melee characters?
Quote from: jokekid on October 14, 2010, 04:25:17 PM
here're my questions about this:
is it possible to find the roy.rel file sumwhere???
and if so, how many costumes does he has, and what happens if u dont cover them all? will it just crash or will it use marth's textures?
does the css need the css fix code?
AND, if this friggin long code is just for 1 new character, wouldnt it be impossible to cover all melee characters?
they havent released the rel
and for the code there are 7 empty slots which mean all of the meele leftovers can come back
so u would just need these codes, or others to make the six other slots to work, and also, i dont get all this melee NEED, cuz when it was melee everyone complained about there only being clones, and now they're gone, u want them back?
i understand mewtwo cuz he was awesome, and roy was cool too, but pichu? or DR. M?
and i only remember 5 who arent here... which would be: Ylink, DR M, pichu, mewtwo and roy...
Quote from: jokekid on October 15, 2010, 05:14:46 AM
i understand mewtwo cuz he was awesome, and roy was cool too, but pichu? or DR. M?
Hey go eff yourself >: I love melee,it made my childhood and i loved the 5 chars that where removed.
I made all 5 of them but when brawl came out they removed them :(
You well need the codes and a rel file so it can work it(Your CSS well have a extra Marth slot which is Roy).Take some Marth stuff and rename it Roy and throw it in the Roy folder and thats it.
But dont try it since there is no Roy.rel file :P
just tell me 1 good thing about pichu...
and yeah the game was awesome, but they were just clones...
Pichu was a troll character.
That is what made him awesome.
Also, Dantarion is fond of Pichu as well.
ok, so i got the second marth slot working. but how do i convert it to Roy? when i made a Roy file in the fighter folder on my SD card, and i tried to load a party match, my wii froze.
and about the fit_roy.rel file, does it generate it on its own? or is that something extra im supposed to get some how?
any help?
You need to patch a ft_marth.rel to work over Roy.
Quote from: jokekid on October 16, 2010, 08:22:00 PM
just tell me 1 good thing about pichu...
He's cute, that's enough said.
but useless...
but back on-topic, does anyone know when this is gonna be released?
I think it will not be released as soon as expected. Maybe it will released along with P:M, so wait until mid 2011 - 2012 :af:
but on 2012 the end will say KABOOOOM!!!!
or didnt u see that movie? (2012)
Bug Dantarion to make progress on it (not going to help much though).
Quote from: ds22 on October 20, 2010, 10:07:57 AM
Bug Dantarion to make progress on it (not going to help much though).
I'm patient enough for the clone engine, but what I really want to get released is P:M.
It would be really nice from the PMBR to release the Alpha. Seriously it's like they upload many vids just to make us envious...
Well, it's still in development, so don't expect it soon.
And we from the PMBR aren't nice.
ok... so second marth slot is gone, and i cant get it back at all. when i mess around with what codes i have selected, sometimes ill end up with 5 random icons, and if my selecter goes over one, the wii freezes. ive tried using the CSS code that is in the original codes list you posted at the beginning of this, as well as the edited one. sometimes it freezes upon entering party match, sometimes it doesnt.
i was wondering if you could help me as far as what i need to do to get second marth slot to show up again >.< thanks, and sorry for spamming for help lol
Quote from: Syakun on November 05, 2010, 07:49:56 AM
ok... so second marth slot is gone, and i cant get it back at all. when i mess around with what codes i have selected, sometimes ill end up with 5 random icons, and if my selecter goes over one, the wii freezes. ive tried using the CSS code that is in the original codes list you posted at the beginning of this, as well as the edited one. sometimes it freezes upon entering party match, sometimes it doesnt.
i was wondering if you could help me as far as what i need to do to get second marth slot to show up again >.< thanks, and sorry for spamming for help lol
Um....those codes where up there for the lulz,you cant use them if you dont have the Roy.rel file :srs: <---[censored]
So yeah...theres no point,and no we dont have the Roy.rel either.
@Melee battle: Pichu is adowable,niff said.
So... Soon the new roster will be:
All B+ characters, Roy, Mewtwo, Dr Mario, Rosalina, Cloud, Pichu, Dark Link, Young link, shadow and possibly toon ganon?
Sorry but you are not allowed to view spoiler contents.
Ahem... Silver, Tails, knuckles, toon zelda, young zelda, Dr luigi, nurse peach, daisy, dry bones, birdo, bowser jr, toad, the other knights from kirby games, dixie kong, funky kong, croc, 02, Super sonic, hyper sonic, unleashed sonic, soren...
I feel like I'm missing a lot of options...
Sephiroth, blood falcon, nayru, farore, din, black bull, dark samus, mew, blaziken, gardevoir, hoppip, dusknoir (or how the PBR announcer says DUSK-NO-AR!!!), Naruto, fighter kirby, super dimentio, viewtiful joe, zero, omega, mega man, bomberman, metal sonic, krystal, other star fox characters i can't remember the names of...
I wonder if all of these would fit, each with a new moveset...
Darth Vader, Yoda, gokario...
Imma stop :P
Lol the only ones I actually want extra were the ones before the Lolcat XD Clone engine FTW :3
Consider that the limit will be 7 characters.
Quote from: ds22 on November 05, 2010, 05:20:01 PM
Consider that the limit will be 7 characters.
7! o_O I would have guessed 2 or 4 O_o Awesome work! :af:
7 is the Highest limit in theory.
Right now, only 1 works and Dant has a rather rough time getting more to work (a glitch that is article related).
EDIT:
http://www.youtube.com/watch?v=UP1AszZGiT0
Expect most of the slots to be filled by the Melee clones though, because that's the primary objective of clone engines in the first place.
Yeah, you can ADD new characters, but where's the serious in that? :af:
But seriously, this is an awesome breakthrough.
I expected it to be 5.
Quote from: LC-DDM on November 05, 2010, 08:43:58 PM
Expect most of the slots to be filled by the Melee clones though, because that's the primary objective of clone engines in the first place.
doesn't mean you can only use melee characters for this though
Quote from: SSJCerious on November 24, 2010, 10:50:52 PM
Quote from: ds22 on October 20, 2010, 12:18:02 PM
Well, it's still in development, so don't expect it soon.
And we from the PMBR aren't nice.
Still in development as an excuse? I call BS...If you guys can play on wi-fi already, why the hell wouldnt it be released? It's like the pmbr just wants to piss people off!
You would get the same F***ing situation that occurred with Brawl+, constantly updating the metagame making it unfit for tournament play.
Quote from: SSJCerious on November 25, 2010, 12:17:32 AM
Quote from: ds22 on November 25, 2010, 12:06:06 AM
Quote from: SSJCerious on November 24, 2010, 10:50:52 PM
Quote from: ds22 on October 20, 2010, 12:18:02 PM
Well, it's still in development, so don't expect it soon.
And we from the PMBR aren't nice.
Still in development as an excuse? I call BS...If you guys can play on wi-fi already, why the hell wouldnt it be released? It's like the pmbr just wants to piss people off!
You would get the same F***ing situation that occurred with Brawl+, constantly updating the metagame making it unfit for tournament play.
No, because it'll just be an alpha. No update to the alpha until the thing is finished. Nothing wrong with that, which is why I dont get the PMBR...
I know that is what it is (since I'm from the PMBR myself).
It would also damage the credibility of Project M.
Just wait for the release, like with MvC3.
Quote from: ds22 on November 25, 2010, 01:13:07 PM
Quote from: SSJCerious on November 25, 2010, 12:17:32 AM
Quote from: ds22 on November 25, 2010, 12:06:06 AM
Quote from: SSJCerious on November 24, 2010, 10:50:52 PM
Quote from: ds22 on October 20, 2010, 12:18:02 PM
It would also damage the credibility of Project M.
Damage...the credibility?
Credibility: "capable of being believed; believable"
...WTF?
Im starting to think the only reason it isnt released is because the PMBR loves to piss people off. Same thing with the clone engine: if it works, with few bugs: why the hell not release an a beta? Sometimes online communities piss me off...
Project M still isn't in a stage for a demo/beta, so deal with it instead of accusing people of pissing you of.
If you want to nag about it, then I suggest you go to the Project M thread at SWF and see how well that will end up.
Also, the Clone Engine is far from finished, so deal with that as well.
Getting back on-topic...
Quote from: SSJCerious on November 25, 2010, 11:22:19 PM
Quote from: ds22 on November 25, 2010, 01:13:07 PM
Quote from: SSJCerious on November 25, 2010, 12:17:32 AM
Quote from: ds22 on November 25, 2010, 12:06:06 AM
Quote from: SSJCerious on November 24, 2010, 10:50:52 PM
Quote from: ds22 on October 20, 2010, 12:18:02 PM
It would also damage the credibility of Project M.
Damage...the credibility?
Credibility: "capable of being believed; believable"
...WTF?
Im starting to think the only reason it isnt released is because the PMBR loves to piss people off. Same thing with the clone engine: if it works, with few bugs: why the hell not release an a beta? Sometimes online communities piss me off...
i couldnt stop mysef from saying this:
- WHO THE F*CK U THINK U ARE??
u cant come here and say it pisses u off that ppl dont release unfinished work... do it urself if ur not happy with the progress...
on-topic: ds22 do u know when dantarion's back again?
Quote from: jokekid on November 26, 2010, 10:40:28 PM
Quote from: SSJCerious on November 25, 2010, 11:22:19 PM
Quote from: ds22 on November 25, 2010, 01:13:07 PM
Quote from: SSJCerious on November 25, 2010, 12:17:32 AM
Quote from: ds22 on November 25, 2010, 12:06:06 AM
Quote from: SSJCerious on November 24, 2010, 10:50:52 PM
Quote from: ds22 on October 20, 2010, 12:18:02 PM
It would also damage the credibility of Project M.
Damage...the credibility?
Credibility: "capable of being believed; believable"
...WTF?
Im starting to think the only reason it isnt released is because the PMBR loves to piss people off. Same thing with the clone engine: if it works, with few bugs: why the hell not release an a beta? Sometimes online communities piss me off...
i couldnt stop mysef from saying this:
- WHO THE F*CK U THINK U ARE??
u cant come here and say it pisses u off that ppl dont release unfinished work... do it urself if ur not happy with the progress...
on-topic: ds22 do u know when dantarion's back again?
Dantarion will be back in December.
...
patience my friend, and u'll someday grow older...
than u might fin out what respect is...
and my argument is u said u were pissed off cuz he was being slow...
ur argument is i dont do anything either, but at least i can wait for it...
edit: ur not even a hacker are u...?
Quote from: jokekid on November 26, 2010, 11:36:18 PM
...
patience my friend, and u'll someday grow older...
than u might fin out what respect is...
and my argument is u said u were pissed off cuz he was being slow...
ur argument is i dont do anything either, but at least i can wait for it...
edit: ur not even a hacker are u...?
Quoting for support.
Patience children. Good things take time. I know Dantarion knows what he's doing. I rather wait for something good than him rushing to release this and have some buggy [censored] Clone Engine, know what I mean.
Also what DMN said, hopefully cloning twice will be possible.
If you watched my vid, then you probably would've noticed that at the end it froze the game.
So it didn't work out that well, now did it?
Also, patience is a good cause.
Because it doesn't matter how long or how hard you complain and whine about it, because no one cares about your opinion about when it should be released.
You prolonging this will not and never will achieve ANYTHING.
If you really want it that bad right now, then do it yourself.
Mind linking me to this video?
EDIT: Nevermind, I found it:
http://www.youtube.com/watch?v=UP1AszZGiT0
See how clones with articles only work when the original is in the field as well?
What Mewtwo PSA is that? Looks mad accurate.
Quote from: ItalianStallion on November 27, 2010, 01:04:57 AM
What Mewtwo PSA is that? Looks mad accurate.
That's actually a Lucario PSA with the latest Mewtwo animations.
Also, notice no external graphics on Mewtwo?
SSJCerious umad? just chill out and wait patiently like everyone else. If they haven't released it, they have a reason, and I'm pretty sure people crying butthurt over it isn't going to speed anything up. and "Your wasting my time" xD
Quote from: SSJCerious on November 27, 2010, 03:25:44 PM
Quote from: LordNOaH on November 27, 2010, 04:50:12 AM
SSJCerious umad? just chill out and wait patiently like everyone else. If they haven't released it, they have a reason, and I'm pretty sure people crying butthurt over it isn't going to speed anything up. and "Your wasting my time" xD
... *facepalm*
Quit complaining
Lol, people, learn to quote, page 4 is just effed up.
Clone Engine will be released eventually, and when it is, EVERYONE who posted in this Thread will use it, complaining/arguing about it won't change its release time, it's Dantarion the one working on it, if he doesn't wants to make the .rel public, it's his desicion, same goes about project M.
(http://www.debate.org/photos/albums/1/1/680/8534-680-4pdd5-a.jpg)
Check em. <3 Doubles
What happens with quotes is that when you click it you have to make sure you'll be typing below where it says [/quote], sometimes it bugs and you start typing here:
Quote
Quote's text here
(You end up typing here ignoring the [./quote] below
i checked it and it is just bugged, i know where to type after a quote dude...
and ssj, my point is just, that ur complaining in ur own way that dantarion's being slow, or that he pisses u off cuz he doesnt share the rel file... its his work and he can do with it what he wants, i dont even wanna imagine what would u say if dantarion said this:
sorry people, it all worked well, but i dont feel like sharing it, so u'll have to find another hacker to do this for all u guys who only hack using other ppl's aplications...
Hype ladies and gentlemen, HYPE!
is he back?
plz tell me!
is he finally back?
Quote from: ds22 on December 02, 2010, 06:01:34 PM
Hype ladies and gentlemen, HYPE!
>_>
<_<
I dont get it O.o
Hype for wut?Did he get marth down?
Quote from: DMN666 - LuckyEva on December 02, 2010, 09:24:52 PM
Quote from: ds22 on December 02, 2010, 06:01:34 PM
Hype ladies and gentlemen, HYPE!
>_>
<_<
I dont get it O.o
Hype for wut?Did he get marth down?
It is Clone Engine related.
Bricks will be shat.
http://twitter.com/dantarion
Quote from: ds22 on December 02, 2010, 09:43:03 PM
It is Clone Engine related.
Bricks will be shat.
http://twitter.com/dantarion
Clone Engine related?
All I see is Japanese text and talks about Street Fighter.
The tweet under that one.
Quote from: ds22 on December 03, 2010, 09:39:26 AM
The tweet under that one.
It says "ACCESSER" and I still don't know what you're talking about.
Why don't you just post the direct link or tell us about it.
There is no direct link.
Trust me, within time you'll see what ACCESSOR really means for the Clone Engine.
http://www.smashboards.com/showthread.php?t=286207&page=30
Also, Dantarion will be back home by tomorrow.
*Starts getting hyped* :af:
He gave me a reason to go back to twitter :P
*searches wtf is happenin*
Hey...i was wondering...what is "0x36 MARIOD "? aka the other mario.
Quote from: DMN666 - LuckyEva on December 03, 2010, 07:36:52 PM
He gave me a reason to go back to twitter :P
*searches wtf is happenin*
Hey...i was wondering...what is "0x36 MARIOD "? aka the other mario.
That would be Debug Mario.
Basically, Mario's module has 2 different values a la Zelda/Sheik and Samus/Zamus.
Quote from: ds22 on December 03, 2010, 08:17:06 PM
Quote from: DMN666 - LuckyEva on December 03, 2010, 07:36:52 PM
He gave me a reason to go back to twitter :P
*searches wtf is happenin*
Hey...i was wondering...what is "0x36 MARIOD "? aka the other mario.
That would be Debug Mario.
Basically, Mario's module has 2 different values a la Zelda/Sheik and Samus/Zamus.
Lol wut?
Can we use it for anything?
Even in the CSS?
Quote from: DMN666 - LuckyEva on December 03, 2010, 08:52:38 PM
Quote from: ds22 on December 03, 2010, 08:17:06 PM
Quote from: DMN666 - LuckyEva on December 03, 2010, 07:36:52 PM
He gave me a reason to go back to twitter :P
*searches wtf is happenin*
Hey...i was wondering...what is "0x36 MARIOD "? aka the other mario.
That would be Debug Mario.
Basically, Mario's module has 2 different values a la Zelda/Sheik and Samus/Zamus.
Lol wut?
Can we use it for anything?
Even in the CSS?
Not the data in Mario's module itself (since it's not that much data), but his character slot is currently being used for Roy.
In other news, patching will probably not be a problem anymore.
but if that slot comes out of mario, that should mean u could make a transforming character over mario, right? in psa of course...
cuz if that's so, someone could use that slot to make a mario/ super mario, or a mario/fire mario, or a mario/luigi? xD
Quote from: jokekid on December 04, 2010, 11:08:28 AM
but if that slot comes out of mario, that should mean u could make a transforming character over mario, right? in psa of course...
cuz if that's so, someone could use that slot to make a mario/ super mario, or a mario/fire mario, or a mario/luigi? xD
It's only his character slot.
It has nothing to do with a supposed Mario clone.
The biggest question I have for this is if this also works for PAL users or if we get the short end of the stick yet AGAIN.
When it's finished, it will probably be ported to PAL/NTSC-J.
That is, when it's finished for NTSC-U of course.
And this will be on the SD correct? It wont be needed to have the iso and loaded through Riivolution?
Quote from: ItalianStallion on December 04, 2010, 07:35:08 PM
And this will be on the SD correct? It wont be needed to have the iso and loaded through Riivolution?
Codes are always on SD.
The files (like FitRoy.pac and FitMewtwo.pac) are loaded from the SD with FPC.
Riivolution is only optional.
Good news man, very good news.
But then again if it was that kind of situation, I would download the iso just to have the Clone Engine.
Are Jigglypuff, Marth, and Sonic the only characters that will be ported for use with this, or are there going to be others? Because I remember Dantarion saying that they were probably the only characters he can port.
Obviously.......why wouldn't there be?
metaknight probably too, as he has no articles, right ds22?
Quote from: jokekid on December 04, 2010, 08:39:50 PM
metaknight probably too, as he has no articles, right ds22?
There are only 2 characters who don't have articles.
Jiggz and Marth.
But don't worry, articles won't be a problem anymore soon enough.
And if it works out like planned, even Mario could be cloned.
^Sounds awesome. I'll be patiently awaiting the release date for all of this. :)
Magic:
http://www.ustream.tv/channel/dantarion%27s-capture-stream-test
whats that?
doesnt appear anything in that link...
Quote from: jokekid on December 05, 2010, 09:13:28 PM
whats that?
doesnt appear anything in that link...
You missed it.
Dantarion tried to do the Clone Engine again.
He got Mario to (partially) work over DK, but still no full 100% success.
i would just be OK with a marth over jiggs or olimar...
xD
Quote from: ds22 on December 05, 2010, 09:28:01 PM
Quote from: jokekid on December 05, 2010, 09:13:28 PM
whats that?
doesnt appear anything in that link...
You missed it.
Dantarion tried to do the Clone Engine again.
He got Mario to (partially) work over DK, but still no full 100% success.
Can you post each time he talks about CE on his blog/channel again? kthxbai
Did you see his Twitter!!?!?
he says he's going to crack that sucker open <_<
looks like Dantarion's getting serious about his clone engine...
Now all we need is to make it so that the character SFX can be separated too, like having both Lucario and Mewtwo's voices, but I'm guessing it's either going to be very very difficult or impossible.
Quote from: KingJigglypuff on December 12, 2010, 05:13:38 PM
Now all we need is to make it so that the character SFX can be separated too, like having both Lucario and Mewtwo's voices, but I'm guessing it's either going to be very very difficult or impossible.
I think that is impossible because I don't think you can clone SFX
Quote from: LCCoolJ95 on December 12, 2010, 05:32:25 PM
Quote from: KingJigglypuff on December 12, 2010, 05:13:38 PM
Now all we need is to make it so that the character SFX can be separated too, like having both Lucario and Mewtwo's voices, but I'm guessing it's either going to be very very difficult or impossible.
I think that is impossible because I don't think you can clone SFX
Dantarion's got the code for Marth's SFX seperate from the original CSS Icon Marth. It's already been done. Same with Naruto.
DAMN IT!
When is this gonna be done?
Also that great news about the SFX.
waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah
dantarion? for realz?!?!
Quote from: Dantarion on December 13, 2010, 09:49:34 PM
waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah
OMG i so FKN LMAOROF!!!! xD
He's Online singing a Christmas carol on a rainbow donkey while stealing a baby's lolipop, like a boss.
Sigh...
This thread is just as worse as the ARF Engine thread on SWF.
Will Kirby Hats work for these extra characters?
Quote from: Goronguy on January 30, 2011, 06:12:03 PM
Will Kirby Hats work for these extra characters?
I don't know, but don't post on dead topics.
now that its alive again, is there any known progress???
like KingJigglyPuff said, don't post in dead projects, the Clone engine was BOUND to fail. like it ALWAYS has.
a Clone engine as i said is impossible.
now i'm off.
Quote from: Omega Phazon Samus on January 30, 2011, 11:32:21 PM
like KingJigglyPuff said, don't post in dead projects, the Clone engine was BOUND to fail. like it ALWAYS has.
a Clone engine as i said is impossible.
now i'm off.
Nothing is impossible for Dantarion.
And it hasn't failed until Dantarion himself says so, so please refrain from making such assumptions.
Than how come ther has been no updates since a month ago?
or has the precious ProjectM gotten in the way?
though ProjectM is one of my main anticipated code sets(FUDGE YEAHS)
but i like to develop things, and having to use preexisting characters is a pain in the ass.
i would LOVE a Dark Samus/Shadow/Roy/Mewtwo/Sephiroth/Cloud/Ichigo. to be Independant Characters. while keeping the rest of the Brawl cast (except a select few)
Project M and life is why.
But seriously, Dantarion is currently very busy right now (and not only with Project M), so the Clone Engine will just have to wait (It's not that I like it myself, but I can also live without right now).
Ds22, I have a little question for you as you seem to know a lot about clone engines. I know Dantarion's clone engine won't come soon, so we'll have to be patient, it is normal. But what I want to know is about Alma's clone engine. I know it is a little different than Dantarion's but is Alma's clone engine operational and accessible? I know the bad thing about this clone engine is that we have to assign one Psa for a combination of button but I suppose it is better than have completely nothing.
It's just dissapointing.
and Alma's Clone engine isn't truly a Clone engine.
it just redirected the files you wanted to load when you pressed a combination of buttons.
i never did figure out how Alma's Clone engine worked. but i would like to know if we could use multiple PSA'S on one field at one time.
like Roy VS Marth type Deal.
i think it wasn't possible.
it isnt possible ^^
Omega Phazon Samus: Yes, Alma's Clone engine is not really a clone engine, but what happens if there are two players and they use two different combinations of buttons on the same character? Maybe doing something like this two different Psa for a character can fight themselves? This is just a supposition...
^ Unfortunately it doesn't work like that. :/ Two people playing the same char will end up with the same PSA.....
Ah ok! As I said it was just a theory! :laugh: Anyway, Alma's clone engine allows at least to gain some time I suppose, at least if we have multiple Psas for a character, with this, we're not forced anymore to go on the computer to change the Psa.
Anyway, I hope Dantarion's clone engine will be operational, after some time of course, I will be patient!
personally i think dantarion is aiming a little too far, a lot of ppl would be happy with perfect port methods, usable character port rels, and sfx codes, i think the sound stuff shouldnt be that difficult, i have no idea about coding but i guess it could just make the game load SFX file X, when loading character Y, instead of SFX Y, i dont know if i explained myself there ¬¬
^ That I would actually like...
The last I read was that Dantarion was having problems with the Articles (Ike's sword, Link's Boomerang, etc) but other than that, everything else was done.
Well, someone should suggest this to Dantarion. i have many useless characters.
someone suggest this to him. it'll be very AWESOME!!!
OMg i forgot about this O.o
its already feb.......it was gonna be out by Dec :'(
Whatever i dont really care :af:
Well keep trying.
Didn't realize this thread was dead. Sorry for bringing it back.
But it got everyone talkin!
sigh....
Fot those that want to REALLY help move this along, learn ASM.
Also, this word of wisdom from Phantom Wings.
Quote
Oh yeah, on the topic of the clone engine. You may want to check out the ftClassInfoImpl<CharId, ftChar> and the soArticleMediatorImpl objects. The ftClassInfoImpl is responsible for which character Id can access the module and the soArticleMediatorImpl appears to be whats responsible for articles freezing.
It should be noted that most of the ASMers are occupied with PM so we should increase the number of ASM savvy users so we can move both PM and this thing along.
It may sound easy, but in reality it is indeed harder than it looks.
I know it's harder than it looks. i used to manually program games ([censored]ty ones at that, but they were games)
so i can be patient, but Ds22 can you ask Dantarion if he would make it where you can replace characters with the whole .rel way?
i have tons of characters i do not want.
HEY LISTEN
I'm watching a P:M live feed atm and the clone engine isn't "Never going to happen herr"
I see roy, and I see marth
at the same time. And this is old news.
/educate
It's obviously Roy over Ivysaur!
-_- Comments like that make me facepalm.
The Roy version that is working still has graphical glitches, but doesn't have the sword in his mouth.
Still needs work before it becomes public.
Sigh, all ye gentlemen of little faith.
(http://img80.imageshack.us/img80/568/clones1.th.png) (http://img80.imageshack.us/i/clones1.png/)(http://img546.imageshack.us/img546/5991/clones2.th.png) (http://img546.imageshack.us/i/clones2.png/)(http://img585.imageshack.us/img585/9370/clones3.th.png) (http://img585.imageshack.us/i/clones3.png/)(http://desmond.imageshack.us/Himg192/scaled.php?server=192&filename=clones4.png&res=gal) (http://img192.imageshack.us/i/clones4.png/)
As much as I'd like to dispense with the wit and just release the darn things already, that's not really possible at the moment. You need a remote debugger in order to make them load properly. Rest assured though, that these clones are exact, flawless replicas of their originals.
The problem is not really the fabled "clone engine" - that's child's play - but the actual clones themselves. The modules - the very essence of a character - are what determine whether a moveset has or hasn't been loaded already. That means that even if you were to use multiple .pac files, you would still get only one of the movesets. Thus it is required that the modules themselves be cloned. But there's a catch: modules are very specifically designed to load and manage resources at very specific levels - just copying them isn't enough.
In ordinary cases, the modifications needed in order to make the modules function properly for any character id would be considered relatively simple. In the case of the two clones above, it was only a matter of changing 1 value for each of them at runtime using WiiRD. Even without a USB Gecko, the total sum of changes needed to be made to a module file would be within the range of 10 to 20 lines of ASM code - not a whole lot. However, module files are structured in such a way that even a slight change in the line count would require a massive amount of hex editing. I've spent the last 2 days trying to make a patched module by hand to release along with the pictures, but it was today that I finally realized the sheer scale of the job ahead of me.
If and I when complete the module editor I've been working on, then creating clones will become substantially easier. Once modules can be hacked to work generically for any id, then the rest of the clone engine like adding separate slots to the roster or changing which sound banks are used can all be done with a few simple codes.
Phantomwings i heard/seen that name before
Quote from: Sorceress on February 03, 2011, 01:07:40 AM
Phantomwings i heard/seen that name before
Creator of PSA.
Quote from: KingJigglypuff on February 03, 2011, 01:08:00 AM
Quote from: Sorceress on February 03, 2011, 01:07:40 AM
Phantomwings i heard/seen that name before
Creator of PSA.
Now i remember and did he create all those codes we use for are games to work
Quote from: PhantomWings on February 03, 2011, 01:02:44 AM
Sigh, all ye gentlemen of little faith.
(http://img80.imageshack.us/img80/568/clones1.th.png) (http://img80.imageshack.us/i/clones1.png/)(http://img546.imageshack.us/img546/5991/clones2.th.png) (http://img546.imageshack.us/i/clones2.png/)(http://img585.imageshack.us/img585/9370/clones3.th.png) (http://img585.imageshack.us/i/clones3.png/)(http://desmond.imageshack.us/Himg192/scaled.php?server=192&filename=clones4.png&res=gal) (http://img192.imageshack.us/i/clones4.png/)
As much as I'd like to dispense with the wit and just release the darn things already, that's not really possible at the moment. You need a remote debugger in order to make them load properly. Rest assured though, that these clones are exact, flawless replicas of their originals.
The problem is not really the fabled "clone engine" - that's child's play - but the actual clones themselves. The modules - the very essence of a character - are what determine whether a moveset has or hasn't been loaded already. That means that even if you were to use multiple .pac files, you would still get only one of the movesets. Thus it is required that the modules themselves be cloned. But there's a catch: modules are very specifically designed to load and manage resources at very specific levels - just copying them isn't enough.
In ordinary cases, the modifications needed in order to make the modules function properly for any character id would be considered relatively simple. In the case of the two clones above, it was only a matter of changing 1 value for each of them at runtime using WiiRD. Even without a USB Gecko, the total sum of changes needed to be made to a module file would be within the range of 10 to 20 lines of ASM code - not a whole lot. However, module files are structured in such a way that even a slight change in the line count would require a massive amount of hex editing. I've spent the last 2 days trying to make a patched module by hand to release along with the pictures, but it was today that I finally realized the sheer scale of the job ahead of me.
If and I when complete the module editor I've been working on, then creating clones will become substantially easier. Once modules can be hacked to work generically for any id, then the rest of the clone engine like adding separate slots to the roster or changing which sound banks are used can all be done with a few simple codes.
He who soars on wings has appeared! And at KC! : O
There is hope yet.
Quote from: Sorceress on February 03, 2011, 01:10:06 AM
Quote from: KingJigglypuff on February 03, 2011, 01:08:00 AM
Quote from: Sorceress on February 03, 2011, 01:07:40 AM
Phantomwings i heard/seen that name before
Creator of PSA.
Now i remember and did he create all those codes we use for are games to work
He made the File Patch Code. PSA. CSS Organizer. The Stage Roster Expansion codes.... and more.
Yup i fully remember him now
Hmmmmmm, I've never heard of PhantomWings....
Joking, I love PH!
Flattery will get you everywhere, but for the time being I'm still not officially on the job. As with Dant's case, life has taken the wheel while hacking has gotten stuck with the back seat.
I'm aiming to take a little bit of time near the end of the month to try and get back into the swing of things again.
Quote from: PhantomWings on February 03, 2011, 05:16:17 AM
Flattery will get you everywhere, but for the time being I'm still not officially on the job. As with Dant's case, life has taken the wheel while hacking has gotten stuck with the back seat.
I'm aiming to take a little bit of time near the end of the month to try and get back into the swing of things again.
So you made some new codes or not
I think he pretty much explained everything that's going on, and together with that, he never said he made a code, what'd he made a code for atm, anyways, for this matter, when knowing what's missing for it to work?
Quote from: PhantomWings on February 03, 2011, 01:02:44 AM
Sigh, all ye gentlemen of little faith.
(http://img80.imageshack.us/img80/568/clones1.th.png) (http://img80.imageshack.us/i/clones1.png/)(http://img546.imageshack.us/img546/5991/clones2.th.png) (http://img546.imageshack.us/i/clones2.png/)(http://img585.imageshack.us/img585/9370/clones3.th.png) (http://img585.imageshack.us/i/clones3.png/)(http://desmond.imageshack.us/Himg192/scaled.php?server=192&filename=clones4.png&res=gal) (http://img192.imageshack.us/i/clones4.png/)
As much as I'd like to dispense with the wit and just release the darn things already, that's not really possible at the moment. You need a remote debugger in order to make them load properly. Rest assured though, that these clones are exact, flawless replicas of their originals.
The problem is not really the fabled "clone engine" - that's child's play - but the actual clones themselves. The modules - the very essence of a character - are what determine whether a moveset has or hasn't been loaded already. That means that even if you were to use multiple .pac files, you would still get only one of the movesets. Thus it is required that the modules themselves be cloned. But there's a catch: modules are very specifically designed to load and manage resources at very specific levels - just copying them isn't enough.
In ordinary cases, the modifications needed in order to make the modules function properly for any character id would be considered relatively simple. In the case of the two clones above, it was only a matter of changing 1 value for each of them at runtime using WiiRD. Even without a USB Gecko, the total sum of changes needed to be made to a module file would be within the range of 10 to 20 lines of ASM code - not a whole lot. However, module files are structured in such a way that even a slight change in the line count would require a massive amount of hex editing. I've spent the last 2 days trying to make a patched module by hand to release along with the pictures, but it was today that I finally realized the sheer scale of the job ahead of me.
If and I when complete the module editor I've been working on, then creating clones will become substantially easier. Once modules can be hacked to work generically for any id, then the rest of the clone engine like adding separate slots to the roster or changing which sound banks are used can all be done with a few simple codes.
I was so not expecting this you know...
There is still hope. :happy:
Quote from: PhantomWings on February 03, 2011, 01:02:44 AM
Sigh, all ye gentlemen of little faith.
(http://img80.imageshack.us/img80/568/clones1.th.png) (http://img80.imageshack.us/i/clones1.png/)(http://img546.imageshack.us/img546/5991/clones2.th.png) (http://img546.imageshack.us/i/clones2.png/)(http://img585.imageshack.us/img585/9370/clones3.th.png) (http://img585.imageshack.us/i/clones3.png/)(http://desmond.imageshack.us/Himg192/scaled.php?server=192&filename=clones4.png&res=gal) (http://img192.imageshack.us/i/clones4.png/)
As much as I'd like to dispense with the wit and just release the darn things already, that's not really possible at the moment. You need a remote debugger in order to make them load properly. Rest assured though, that these clones are exact, flawless replicas of their originals.
The problem is not really the fabled "clone engine" - that's child's play - but the actual clones themselves. The modules - the very essence of a character - are what determine whether a moveset has or hasn't been loaded already. That means that even if you were to use multiple .pac files, you would still get only one of the movesets. Thus it is required that the modules themselves be cloned. But there's a catch: modules are very specifically designed to load and manage resources at very specific levels - just copying them isn't enough.
In ordinary cases, the modifications needed in order to make the modules function properly for any character id would be considered relatively simple. In the case of the two clones above, it was only a matter of changing 1 value for each of them at runtime using WiiRD. Even without a USB Gecko, the total sum of changes needed to be made to a module file would be within the range of 10 to 20 lines of ASM code - not a whole lot. However, module files are structured in such a way that even a slight change in the line count would require a massive amount of hex editing. I've spent the last 2 days trying to make a patched module by hand to release along with the pictures, but it was today that I finally realized the sheer scale of the job ahead of me.
If and I when complete the module editor I've been working on, then creating clones will become substantially easier. Once modules can be hacked to work generically for any id, then the rest of the clone engine like adding separate slots to the roster or changing which sound banks are used can all be done with a few simple codes.
I really wait this.
Quote from: PhantomWings on February 03, 2011, 05:16:17 AM
Flattery will get you everywhere, but for the time being I'm still not officially on the job. As with Dant's case, life has taken the wheel while hacking has gotten stuck with the back seat.
I'm aiming to take a little bit of time near the end of the month to try and get back into the swing of things again.
:) So you're coming back to rework things?
If so, hooray. :D
Amazing progress is amazing.
At first you showed Link and Zero, and now it's Ike, Cloud, and Naruto?
And you say once you're finished, it will be as simple as adding new slots to the roster with codes.
Will the original CSS function correctly?
PATO editing is functional so yes.
PATO???
did u know that that means duck in spanish...?
Isn't it PAT0, as in zero, not the letter O?
Pat0 as in zero.
As of now, it lets us can have custom stages with their own icons and such.
Also, Dant ststed a while ago that it also allows us to add to the CSS as well.
The only issue is the file size limit.
Reducing the quality of some pictures could help avoiding the file size limit.
Quote from: ds22 on February 04, 2011, 12:29:23 PM
Reducing the quality of some pictures could help avoiding the file size limit.
There must be SOME WAY, like a code or something, to get around the file size limit. To be honest, I think THAT'S more of a "Holy Grail of Brawl hacking" that the clone engine. If we got the file size limit out of the way, the one major limit to hacking would be gone.
Quote from: Oshtoby on February 04, 2011, 04:18:26 PM
Quote from: ds22 on February 04, 2011, 12:29:23 PM
Reducing the quality of some pictures could help avoiding the file size limit.
There must be SOME WAY, like a code or something, to get around the file size limit. To be honest, I think THAT'S more of a "Holy Grail of Brawl hacking" that the clone engine. If we got the file size limit out of the way, the one major limit to hacking would be gone.
That will be nearly impossible to do, since file size limits aren't things that are 'just' coded somewhere, it's how the games structure is made itself.
Basically what I'm trying to say, is that each file has a set amount of space (some which is more empty than others) and is set to have certain pointers of where each file begins.
If one of the files is that big that it goes beyond it's set pointers, it freezes, since it then breaks the game structure.
Makes me wish we could what Shanus and pals did for Zamus's moveset file.
Quote from: Shanus on Zamus
We are not confounded by her file size limits due to character pac injections (just like fighter.pac injections).
Quote
WindOwl discovered it.
Its basically doing the same style of writing code like a fighter.pac injection, but then use a Go To (created from a noppped line and its type MUST be value, not pointer or else the game assigns a pointer table which will screw up everything) that points to the command start of your new lines in memory.
Oh well.
So i hyped. about 3 working clones.
but do they work without their original counter parts?
and articles? or is that still some sort of issue that needs some working out.
If you look closely at the picture, you can see Naruto's shadow clone, which should tell you that he managed to get articles working better, as the Shadow Clone is an article.
Quote from: ds22 on February 04, 2011, 04:54:27 PM
Quote from: Oshtoby on February 04, 2011, 04:18:26 PM
Quote from: ds22 on February 04, 2011, 12:29:23 PM
Reducing the quality of some pictures could help avoiding the file size limit.
There must be SOME WAY, like a code or something, to get around the file size limit. To be honest, I think THAT'S more of a "Holy Grail of Brawl hacking" that the clone engine. If we got the file size limit out of the way, the one major limit to hacking would be gone.
That will be nearly impossible to do, since file size limits aren't things that are 'just' coded somewhere, it's how the games structure is made itself.
Basically what I'm trying to say, is that each file has a set amount of space (some which is more empty than others) and is set to have certain pointers of where each file begins.
If one of the files is that big that it goes beyond it's set pointers, it freezes, since it then breaks the game structure.
You know, being that I'm a tech geek and I work as the IT guy at a casino, I... I feel so dumb now for saying what I said, now that you explained it that way =P
Correct me if I'm wrong, but Riivolution is not effected by file size limits, no? Just wondering.
Quote from: EternalYoshi on February 04, 2011, 07:27:58 PM
If you look closely at the picture, you can see Naruto's shadow clone, which should tell you that he managed to get articles working better, as the Shadow Clone is an article.
I got that to work as well, but I always got a crash on entry when (for example) Naruto (the Ike clone) was there without the original Ike.
But knowing PhantomWings, he probably fixed that even before taking those pictures.
Quote from: Oshtoby on February 04, 2011, 07:37:26 PM
Quote from: ds22 on February 04, 2011, 04:54:27 PM
Quote from: Oshtoby on February 04, 2011, 04:18:26 PM
Quote from: ds22 on February 04, 2011, 12:29:23 PM
Reducing the quality of some pictures could help avoiding the file size limit.
There must be SOME WAY, like a code or something, to get around the file size limit. To be honest, I think THAT'S more of a "Holy Grail of Brawl hacking" that the clone engine. If we got the file size limit out of the way, the one major limit to hacking would be gone.
That will be nearly impossible to do, since file size limits aren't things that are 'just' coded somewhere, it's how the games structure is made itself.
Basically what I'm trying to say, is that each file has a set amount of space (some which is more empty than others) and is set to have certain pointers of where each file begins.
If one of the files is that big that it goes beyond it's set pointers, it freezes, since it then breaks the game structure.
You know, being that I'm a tech geek and I work as the IT guy at a casino, I... I feel so dumb now for saying what I said, now that you explained it that way =P
Correct me if I'm wrong, but Riivolution is not effected by file size limits, no? Just wondering.
I don't know exactly how Riivolution works with replacing the files, but from what I have heard it indeed has no issues with file size limits (probably because of how the file replacing is done with Riivolution).
It has other issues though (unrelated to file size limits).
Yeah one issue, no modding zelda/pokemon/bowser/samus.
slow loading/random crashes (even without mods)
riivolutions great for sounds and file size limits. but it sucks ever where else.
Hey, have you noticed on the CoN Naruto PSA(in 1 -tailed mode), Naruto's Side Smash's hand is a righty hand but on Naruto's left arm?
I'm fixing that in my Naruto PSA.
lol i just noticed.
im sorta can't wait for this =D
more characters, or be able to play multiple PSA'S
i wish i could make PSA'S be attached to costumes. like sephiroth = his psa/sasuke etc etc.
Quote from: Omega Phazon Samus on February 04, 2011, 10:14:04 PM
lol i just noticed.
im sorta can't wait for this =D
more characters, or be able to play multiple PSA'S
i wish i could make PSA'S be attached to costumes. like sephiroth = his psa/sasuke etc etc.
Movesets connected to specific costumes will never happen unfortunately.
actually, couldnt there be a code made, like:
IF: *file loaded: fitike00.pcs*
LOAD: fitike000.pac
IF: *file loaded: fitike01*
LOAD: fitike001.pac
etc.
i have no idea about coding, and probably file size limit would be counted with all psa files together...
like if limit is 4, and u have 6 slots, it would be a limit of 2/3 per slot...
Quote from: jokekid on February 06, 2011, 01:56:36 PM
actually, couldnt there be a code made, like:
IF: *file loaded: fitike00.pcs*
LOAD: fitike000.pac
IF: *file loaded: fitike01*
LOAD: fitike001.pac
etc.
i have no idea about coding, and probably file size limit would be counted with all psa files together...
like if limit is 4, and u have 6 slots, it would be a limit of 2/3 per slot...
I think cloning a whole new character slot is easier than that.
might be ^^
xD
yeah.
was an old thought i had.
Quote from: jokekid on February 06, 2011, 01:56:36 PM
actually, couldnt there be a code made, like:
IF: *file loaded: fitike00.pcs*
LOAD: fitike000.pac
IF: *file loaded: fitike01*
LOAD: fitike001.pac
etc.
i have no idea about coding, and probably file size limit would be counted with all psa files together...
like if limit is 4, and u have 6 slots, it would be a limit of 2/3 per slot...
But it sounds like with a little recoding, Almas's Clone Engine could do that.
OR doesn't. I don't really know anything about coding.
Almas' clone engine failed.
Quote
Almas's clone engine worked by attempting to redirect which files the game loaded from disc. This worked, but since the game THOUGHT it was loading files for a particular character, the game couldn't differentiate between the character and the clone, meaning Marth vs Roy was impossible. This also required people to sacrifice one character to replace another.
I am aware that it didn't do what everyone wanted, but I thought that it managed to switch Movesets with a button input, but only one at a time.
I'm actually more interested in having more than just 6 costumes per character, personally.
Quote from: LC-DDM on February 06, 2011, 11:59:50 PM
I'm actually more interested in having more than just 6 costumes per character, personally.
There will only be 6 for each?
That's awesome. [/not sarcastic]
...Hes saying, he WANTS more than 6 costumes per char....
Quote from: SSJCerious on February 07, 2011, 12:09:14 AM
...Hes saying, he WANTS more than 6 costumes per char....
I know that. I was just asking if he knew if there were going to be 6 costumes originally.
...per character meaning "everyone", not just "lolclones".
I don't know about you, but having only 6 costumes per character is a bit restrictive.
6, restrictive?
dude, max players are 4, its just that there are too many hacks ¬¬
xD
What's the max players have to do with the costumes? Nothing. I'd just like more than 6 costumes per character.
Wario has 12, so why should he be the only one?
Quote from: LC-DDM on February 07, 2011, 12:55:34 AM
What's the max players have to do with the costumes? Nothing. I'd just like more than 6 costumes per character.
Wario has 12, so why should he be the only one?
Yeah, so hopefully 12.
If 12, omg...
I'm saying 12 at least, of course. Some people might want more to house every single Shadow hack in the history of forever.
(Oh yes, I went there.)
I [censored]ing hate those [censored]ed shadow hacks.
so over done and sssooo boring.
Extra costume slots would be nice, but I rather first have module patching to work.
I hope that when PhantomWings' module editor eventually is completed and released, I can modify Ike's module to fully work over Olimar.
Oh yes!
Definietely over Olimar.
ofcourse, i hope we will eventually add in new characters, but module patching sounds sexy at first =3
ofcourse, we could just replace the 4 alloys. would that work?
OMG!!!
ike over olimar is perfect!!!!!!!!
I'd rather have Kid Goku over Olimar then have Gray Fox over ROB.
BAM, two characters made not useless anymoar. :D
Quote from: Omega Phazon Samus on February 12, 2011, 05:39:03 PM
Oh yes!
Definietely over Olimar.
ofcourse, i hope we will eventually add in new characters, but module patching sounds sexy at first =3
ofcourse, we could just replace the 4 alloys. would that work?
The Alloys uses the same module, so I don't think that will work.
Quote from: jokekid on February 12, 2011, 06:00:22 PM
OMG!!!
ike over olimar is perfect!!!!!!!!
I have Naruto over Olimar in mind.
OR cloud!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
did u already manage to port perfectly?
cuz it would be an awesome beginning!!!!
i would totally get rid of olimar to put cloud in!
Quote from: jokekid on February 12, 2011, 08:20:26 PM
OR cloud!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
did u already manage to port perfectly?
cuz it would be an awesome beginning!!!!
i would totally get rid of olimar to put cloud in!
I ported Cloud over DK, but that's not the same as actually using patched modules.
With these patched modules, can just rename the files to get them to work.
What I did with Cloud Kong was copy/pasting almost all the data from .Fade's Cloud PSA to DK files.
but i suppose it has some glitches... (havent tried it)
and if u can perfectly port using module patches... ^^
I didn't know the Alloys used the same module.
meh oh well.
either way, the best start for the clone engine is module patching much like stage module patching.
Quote from: jokekid on January 31, 2011, 08:29:57 PM
it isnt possible ^^
Quote from: Omega Phazon Samus on January 30, 2011, 11:32:21 PM
like KingJigglyPuff said, don't post in dead projects, the Clone engine was BOUND to fail. like it ALWAYS has.
a Clone engine as i said is impossible.
now i'm off.
Don't mind me. Just reminding these kids of their ignorance.
Quote from: LordNOaH on February 14, 2011, 03:21:02 AM
Quote from: jokekid on January 31, 2011, 08:29:57 PM
it isnt possible ^^
Quote from: Omega Phazon Samus on January 30, 2011, 11:32:21 PM
like KingJigglyPuff said, don't post in dead projects, the Clone engine was BOUND to fail. like it ALWAYS has.
a Clone engine as i said is impossible.
now i'm off.
Don't mind me. Just reminding these kids of their ignorance.
if stage module editing is possible and the stage roster expansion is possible i don't see how this is not, i'm not saying it's a piece of cake either tho, just no one has been able to code it just right yet. also roy is working on a clone engine but articles r messing up last i checked so progress has been made. research into it before u say it's not possible x.x
Quote from: LordNOaH on February 14, 2011, 03:21:02 AM
Quote from: jokekid on January 31, 2011, 08:29:57 PM
it isnt possible ^^
Quote from: Omega Phazon Samus on January 30, 2011, 11:32:21 PM
like KingJigglyPuff said, don't post in dead projects, the Clone engine was BOUND to fail. like it ALWAYS has.
a Clone engine as i said is impossible.
now i'm off.
Don't mind me. Just reminding these kids of their ignorance.
ur the ignorant here mah boy, cuz i was talking about alma's clone engine, and i said it isnt possible to have marth vs roy in that clone engine, so who's ignorant here?
Jokekid no need to start a war here. N0ah, why did you even post that?
The thread received multiple comments before so why post that now when it's active again?
Quote from: Wrath on February 14, 2011, 09:47:36 AM
Jokekid no need to start a war here. N0ah, why did you even post that?
The thread received multiple comments before so why post that now when it's active again?
idk, just found it a little ironic and funny that the people who said it wasn't possible are now really supportive.
>.>
WTF i forgot about this.
Actully i would like Ike over Olimar
Oh and Peach over....um.....Rob?
Quote from: LordNOaH on February 14, 2011, 05:43:36 PM
Quote from: Wrath on February 14, 2011, 09:47:36 AM
Jokekid no need to start a war here. N0ah, why did you even post that?
The thread received multiple comments before so why post that now when it's active again?
idk, just found it a little ironic and funny that the people who said it wasn't possible are now really supportive.
and i find it funny u didnt check this out:
Quote from: Omega Phazon Samus on January 31, 2011, 08:29:04 PM
It's just dissapointing.
and Alma's Clone engine isn't truly a Clone engine.
it just redirected the files you wanted to load when you pressed a combination of buttons.
i never did figure out how Alma's Clone engine worked. but i would like to know if we could use multiple PSA'S on one field at one time.
like Roy VS Marth type Deal.
i think it wasn't possible.
Quote from: jokekid on January 31, 2011, 08:29:57 PM
it isnt possible ^^
u see now?
i wasnt talking abot the clone engine not being possible, i am probably one of the few ppl who never doubted about dantario's work on it, i was talking about the impossibility of marth vs roy in alma's clone engine...
Well, alot of dissapointment, and i realisized it was possible. so meh,
i am just waiting to get rid of lame for awesome characters
Quote from: Omega Phazon Samus on February 14, 2011, 08:23:26 PM
Well, alot of dissapointment, and i realisized it was possible. so meh,
i am just waiting to get rid of lame for awesome characters
The clone engine doesn't replace characters, it adds characters.
Quote from: whiselifax on February 15, 2011, 11:48:43 PM
Quote from: Omega Phazon Samus on February 14, 2011, 08:23:26 PM
Well, alot of dissapointment, and i realisized it was possible. so meh,
i am just waiting to get rid of lame for awesome characters
The clone engine doesn't replace characters, it adds characters.
Someone obviously hasn't been reading the entire thread.
Yeah, i know this.
but if you can patch modules. that means you can patch other charcter modules ro replace other characters.
Quote from: whiselifax on February 15, 2011, 11:48:43 PM
Quote from: Omega Phazon Samus on February 14, 2011, 08:23:26 PM
Well, alot of dissapointment, and i realisized it was possible. so meh,
i am just waiting to get rid of lame for awesome characters
The clone engine doesn't replace characters, it adds characters.
from what ive understood, it creates dummy characters (useless) and through module patching it makes them useful, so its somwhat like replacing characters, but that conversation came from another place, we were talking about before the clone engine, there would be a perfect replace posibility...
Actually, leftover data from unused characters is being used to have the extra characters created.
Anyway, PhantomWings said he will first do character module patching, which means that one character will be replaced for another (for example, Olimar being replaced with Naruto/Cloud and R.O.B. being replaced with Zero).
The patching being the hard part and out of the way, adding characters instead of replacing them will be much easier (being possible most characters at least instead of only Marth and Jiggz being patchable as of now and the fact possibly only Dantarion and PhantomWings will be able to create new slots).
If we have to replace ANYONE, why not replace the fighting polygon team (or whatever they're called in this game)? With module editing, they'd be just as functional as the normal characters, including the B button moves, and all.
Although, I think, with the larger amount of RAM they'd use, that "Multi Man Brawl" and all that wouldn't work too well. Most likely crash the game. But you'd be able to have the fabled Naruto Vs. Ike match, without replacing any of the other important characters.
Only problem with this, though is that, unless you replace all four Polygon team slots with the same character, each replaced polygon person would have only one costume.
Before anyone comes in and says something along the lines of "HURR U CANT TALK ABUT DIS, ITZ NOT EVEN POSIBLE YET, HURR HURR", no one cares. It's all theoretical talk, and SOME people like to talk theoretically.
A. The Fighting Alloy Team share the same module, making it theoretically impossible to replace them properly.
B. The fabled Marth VS Roy match is already possible without replacing other characters, since Marth doesn't have any articles.
Quote from: ds22 on February 16, 2011, 05:55:37 PM
A. The Fighting Alloy Team share the same module, making it theoretically impossible to replace them properly.
B. The fabled Marth VS Roy match is already possible without replacing other characters, since Marth doesn't have any articles.
What if we replaced all the Alloys with different costumes (as well as a copied fighter .PAC) of the same new character? That way we'd at least get ONE new character.
Also, I reflected your point B in my post, with Naruto/Ike, instead of Roy/Marth.
Quote from: Oshtoby on February 16, 2011, 06:47:15 PM
What if we replaced all the Alloys with different costumes (as well as a copied fighter .PAC) of the same new character? That way we'd at least get ONE new character.
But wouldnt just be even more work?
The point is, replacing the Fighting Alloy Team will probably never be possible.
And if you would replace them, you would indeed mess up Multi Man Brawl.
Quote from: LuckyEva on February 16, 2011, 06:50:01 PM
Quote from: Oshtoby on February 16, 2011, 06:47:15 PM
What if we replaced all the Alloys with different costumes (as well as a copied fighter .PAC) of the same new character? That way we'd at least get ONE new character.
But wouldnt just be even more work?
How so? It would be more space on your SD card, yes, but not more work. You'd only have to patch ONE module file. You would just have to copy the fighter .PAC for each of the 4 costume slots. You wouldn't have to patch the fighter .PACs. Only the module.
@ds22: I am going to try it tonight, when I get home from work. I don't think anyone will/should have faith in me, but I will try, none the less. Gives me something to do. I mean, there has to be a way. I refuse to believe that anything is not possible. There is a difference between probable and possible.
Quote from: ds22 on February 16, 2011, 07:16:34 PM
The point is, replacing the Fighting Alloy Team will probably never be possible.
And if you would replace them, you would indeed mess up Multi Man Brawl.
^I was thinking the same thing.
But i dont play that mode either way >_>
@Oshtoby:Go for it man :P
It would be nice.
either way. now once Phantomwing's releases the character module patcher. then well, i think making tons of Marth or ike PSA'S will no longer matter.
but, will module patching also solve the sfx/gfx problem?
Just tried out a patched Ike module over the red Alloy.
Didn't work.
@Jokekid
No, it will not.
A code to change the soundbank is required to fix that.
oh well. it's better to have Naruto or Sasuke, not to say what they say. thougy my NTSU copy of Brawl is in Japanese sounds, really doesn't make Naruto sound so ghey.
i'll just wait and anticipate for brawl module replacments.
Quote from: jokekid on February 16, 2011, 07:40:20 PM
but, will module patching also solve the sfx/gfx problem?
Sound effects? I don't think it would, as we would still need a new SFX bank for the character to point to. Maybe we could use a code, or something to ADD more soundbanks, but other than that, I can't see
Quote from: ds22 on February 16, 2011, 07:43:28 PM
Just tried out a patched Ike module over the red Alloy.
Didn't work.
@Jokekid
No, it will not.
A code to change the soundbank is required to fix that.
Well, Ike has articles (I.E: his up-B sword). I wouldn't think he'd work. I would try Jigglypuff/Marth. I'll see later tonight.
As long as the original template (Ike in this case) is on the field as well, it doesn't matter if the clone has articles or not.
It should work in those conditions. (as seen here: http://www.youtube.com/watch?v=UP1AszZGiT0 )
If it doesn't, it means it isn't replaceable.
Yeah i figured that much out.
so yeah, just wait for the module patch. then we can hope for an official Clone engine in the future after this.
Quote from: ds22 on February 16, 2011, 08:05:42 PM
As long as the original template (Ike in this case) is on the field as well, it doesn't matter if the clone has articles or not.
It should work in those conditions. (as seen here: http://www.youtube.com/watch?v=UP1AszZGiT0 )
If it doesn't, it means it isn't replaceable.
Ah, I see. Alright then. Point dismissed.
about gfx and sfx, just like when regular porting, without module files, the original needs to be in battle in order to load the correct sfx and gfx files, right?
but that should be easy to fix trhough codes, just like the music replacement for hannenbow... ^^
In theory i guess.
Generally GFX are loaded just fine, no patching needed (most likely for both external graphics and swordglow).
SFX are loaded from soundbanks, which needs additional coding to get it loaded properly.
So is the fact that you can only use a clone with a different moveset when the original character is on screen caused by articles on the replacement character? Sorry if that's been answered already; I read through the thread and I wasn't totally clear on that.
Also, what're the chances of this working with Brawl +/-?
well, seeing how the "Clone/boot out old for clone character module engine thingy" is going to be first.
I think it'll be just fine with Brawl+/-
though i hate codesets, but yeah i think "think" it would be fine... buy maybe the codesets might conflict with it. who knows, you just have to wait and then experiment.
Alright, thanks
Tthen what exactly is that in the first post? An incomplete code that only works with Marth/Roy?
That code will not work unless you have the patched Roy module. which no one besides dantarion and a select few have.
Gasp... Wheeze... I barely made it out alive! But I got it... I got it.
Behold! The very first Generic module!
[>>>>>Here<<<<<] (http://www.mediafire.com/?ztfthtug6o0obcb)
This module will allow you to clone Ike over any character in the roster and - when I finish the actual Engine part of the Clone Engine - clone him into any empty space in the roster.
In order to clone a character you need to put all of their resources (moveset, models, motion and final smash) into the target character's folder named according to the target character's name. Then adjust the generic module to match the character (Read the Change.txt) and rename it to the target character's module name.
If you want to go the extra mile and add sound whenever the host character isn't present, then you can adjust the sound banks to your liking with the following code:
Sound Bank Modifier:[Phantom Wings]
4A000000 80AD89E0
1400ZZZZ 0000000YY
E0000000 80008000
ZZZZ = XX * 0x04
Characters [XX]:
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)
Sound Bank Values [YY]:
01 Mario
02 Link
03 Pit
04 Metaknight
05 Dedede
06 Donkey Kong
07 Samus/Zero Suit Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain Falcon
0E Ness
0F Bowser
10 Peach
11 Zelda/Sheik
12 Popo/Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Olimar
19 Lucas
1A Diddy Kong
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Ivysaur
1F Lucario
20 Ike
21 Rob
22 Jigglypuff
23 Toon Link
24 Wolf
25 Snake
26 Sonic
27 Unknown
28 Alloy
29-4B Unknown
And finally, for your convenience and to prove that it works properly, here's a fully equipped clone of Ike Cloud over Mario.
[>>>>>Download<<<<<] (http://www.mediafire.com/?c3kt44366mnaamm)
Some things to note:
-As noted above, unless you use the Sound Bank modifier, the clone will not have any unique sounds or voice if the host character is not in the match.
-If both the clone and the original are in the match, only one set of Graphic effects will be used. This is because the graphics are being loaded into a single set of ids that both movesets are calling whenever they create graphic effects. (To fix this, we'd need to further analyze the graphic effect files)
-The .Pac file which is usually considered optional when reskinning an existing character is required if you want to use training or SSE with the clone.
-Replacing the target character's Entry file is optional, but if you don't replace it then the original's entry Articles will still appear.
-All the Cloud outfits in the example file are the same... .
Before I go, please no requests for modules. I haven't mastered the art patching them yet so I need a little more time before I can mass produce them.
That's great!
Thanks!
When I get the hang of this, I'll help the others comprehend.
OMG!!!!!!!
GOD MADE HIS APPEARANCE!!!!!
u guys must understand the abusiv caps use here...
HYPE!!!!!!
I almost started to cry of joy when I first saw the post.
I finally got Naruto fully working over Olimar!
Thank you very much Phantom Wings!
HYPE HYPE HYPE HYPE! Oh my god, PW. I love you. xD
My dreams are slowly coming true!
I however need help getting the soundbank code to work.
Odd......
I need to test the code in game before I can help you with that.
BTW
http://opensa.dantarion.com/wiki/Modules
The module IDs you need to fill this in are here.
Aquariums make me super horney!
Thanks so much!
22 * 0x04 = 88, right?
Or is it 8800?
I don't think it's a good idea to trust google since these values are in hex...
BRB.
Is there something I'm missing?
Cloud over ROB freezes in training mode before the announcer says GO!
Note: I am not using the Sound bank code yet.
I'm going to put this over MrG&W.
Once all the sound IDs are figured out and all...
This should be fun.
Thank you, PW!
EternalYoshi, did you actually got the soundbank code to work?
I cannot tell due to the issue of having Cloud over ROB freeze in 3 seconds in to training mode.
Is it because I have to number the costumes the way that the old character had them?
If this was the case, then 1 costume would be missing.....
Did you load a 01 or 06 costume?
I tried to load a 03 and a 02 costume, both of which ROB have.
Is it because I have to number the costumes the way that the old character had them?
If this was the case, then 1 costume would be missing.....
ROB doesn't have a 01 costume.
I'll make a 06 costume and try again....
Or it is a R.O.B. related issue.
But can you at least tell me how you calculated a ZZZZ for the soundbank code and the answer?
Yeah. It's ROB. Still froze.
You got it to work over Olimar you say??
Quote from: EternalYoshi on February 24, 2011, 09:53:05 PM
Yeah. It's ROB. Still froze.
You got it to work over Olimar you say??
Do you think it will work on Mr. G&W?
Quote from: EternalYoshi on February 24, 2011, 09:53:05 PM
Yeah. It's ROB. Still froze.
You got it to work over Olimar you say??
Indeed I did.
"Required values to be changed:
[0x000000] = Target Module Id
[0x01C248] = Target Module Id
[0x014080] = Target Character Id"
In .hex? I'm sorry, but I'm know NOTHING of coding. Can someone please tell me what I have to do, step by step?
Use your hex calculator of the Sound Bank code.
Cloud and his SFX are working fine in training mode.
Quote from: EternalYoshi on February 24, 2011, 10:07:20 PM
Use your hex calculator of the Sound Bank code.
Cloud and his SFX are working fine in training mode.
NVM, got it to work.
My calculator gave me a wrong answer.
One last thing to note, the character will be forced to conform to the IC constants of the old one.
Not a big deal for since most of them(NOT CRAWLING) can be replicated via PSA.
This is why Cloud is only permitted to use 2 jabs by default over Olimar.
Actually, if you code it well in PSA, he can have a third jab.
Cloud Kong uses such coding.
Quote from: SSJCerious on February 24, 2011, 09:59:20 PM
"Required values to be changed:
[0x000000] = Target Module Id
[0x01C248] = Target Module Id
[0x014080] = Target Character Id"
In .hex? I'm sorry, but I'm know NOTHING of coding. Can someone please tell me what I have to do, step by step?
1) Open the generic .rel PW posted in a hex editor.
2) Go to the offsets PW indicated in the Change.txt (00000, 1C248, 14080).
3) At offsets 00000 and 1C248 you're going to have to change the module ID of Ike (77) to that of the character you want to port him to. So for example, if you wanted him over Olimar change 77 to 71.
4) At offset 14080, change Ikes Character ID of 22 to that of the character you want him over. So 19 for Olimar.
The module IDs are here, if you missed it: http://opensa.dantarion.com/wiki/Modules. The character IDs are in the Change.txt.
I came. to this thread.
And now we can port characters to other characters. We've come a long way...
Quote from: BeyondYou on February 24, 2011, 10:22:44 PM
Quote from: SSJCerious on February 24, 2011, 09:59:20 PM
"Required values to be changed:
[0x000000] = Target Module Id
[0x01C248] = Target Module Id
[0x014080] = Target Character Id"
In .hex? I'm sorry, but I'm know NOTHING of coding. Can someone please tell me what I have to do, step by step?
1) Open the generic .rel PW posted in a hex editor.
2) Go to the offsets PW indicated in the Change.txt (00000, 1C248, 14080).
3) At offsets 00000 and 1C248 you're going to have to change the module ID of Ike (77) to that of the character you want to port him to. So for example, if you wanted him over Olimar change 77 to 71.
4) At offset 14080, change Ikes Character ID of 22 to that of the character you want him over. So 19 for Olimar.
The module IDs are here, if you missed it: http://opensa.dantarion.com/wiki/Modules. The character IDs are in the Change.txt.
Thank you so much man! Words cannot express my gratitude!
MY BALLS DROPPED SO HARD!!!
Thank you Phantomwing's were like 2 steps ahead now to an official Clone engine.
this makes me happeh.
Jigglycloud freezes the game when double jumping; but everything else works. Any idea whats going on?
Quote from: KAZECoyote on February 24, 2011, 11:04:37 PM
Jigglycloud freezes the game when double jumping; but everything else works. Any idea whats going on?
Multijump IC constant.
Common problem fixable with codes.
Wait...
i got lost.
Okay, so if i am to place lets say this "ike" module over to Wario.
how do i go about this?
it mentions HEX, so i know about that.
but what's up with these
[0x000000] = Target Module Id
[0x01C248] = Target Module Id
[0x014080] = Target Character Id
i don't understant the 0x and such..
the first number by the 0x000000 part is 77
You can ignore the 0x part. Just pay attention to the rest.
So just change the like first numbers i see within that section?
No. Change the 77 for 000000 and 01C248 and change the 22 for 014080. I think....Can anyone verify?
well 22, is for ike. so i changed those...
so it's time for Naruto... it's better than nothing lol.
He's probably using the mario port. You'd have to look for 5b for the first 2 and 00 for the third. its the last 00 on the line if you are viewing the set at 16.
you only have to change 3 numbers. they arent the first numbers on the line, you'll have to look for it when you get to the line.
No, i'm using the FitIke(General)
i actually like Mario... so i think i've got it. if all i had to do was the first two 77 to 6E and the other one to the actual character.
OH CRUD!!!
it froze as soon as i selected Wario...
Yeah, has anyone gotten Cloud to work over Olimar?
It freezes when I choose him on the CSS. Like the screen freezes but the music keeps playing, mocking me >_>
Quote from: Omega Phazon Samus on February 24, 2011, 11:39:25 PM
No, i'm using the FitIke(General)
i actually like Mario... so i think i've got it. if all i had to do was the first two 77 to 6E and the other one to the actual character.
OH CRUD!!!
it froze as soon as i selected Wario...
Try replacing a character who uses 00-05 for their textures. >.>
Quote from: SSJCerious on February 24, 2011, 11:55:49 PM
Yeah, has anyone gotten Cloud to work over Olimar?
It freezes when I choose him on the CSS. Like the screen freezes but the music keeps playing, micking me >_>
I got Naruto to work over Olimar. : / I'll try Cloud later and tell you if it works.
If I replace Mr. G&W, will Ike be flat?
2D?
I got it to work over Olimar
Wario has special needs.
I got an Idea. You know the example codes that Dant posted a while ago.
Why don't we use that to port the IC-Constant values to the target character, possibly fixing all our issues involving the IC-Constants?
Roy has Marths IC-Constant [Dantarion]
C2858928 00000003
2C040027 40820008
38800011 1C040038
60000000 00000000
Thanks Beyond, for offering to help even with my typo, LOL.
EDIT: Yoshi, you got Cloud to work too? Can you send me the files, Ive made 7 freakin .rels already
oh oh i forgot all about the ummm costumes. he's got... a [censored]TONE
Quote from: JetAurion on February 24, 2011, 11:59:51 PM
If I replace Mr. G&W, will Ike be flat?
2D?
I'm also wondering this.
I would like to replace Cloud with Mr. G&W because there are Cloud SFX.
Can someone do this?
If not, I'll do it later.
I don't know.
I'm gonna see if that code works with Ike and Olimar and then come back.
The 2D MAY be something hard coded into the .rel of G&W or his ICs.
Ike and olimar work perfectly.
i just did it.
right now editing the CSS will see about GW
Quote from: Omega Phazon Samus on February 25, 2011, 12:21:41 AM
Ike and olimar work perfectly.
i just did it.
right now editing the CSS will see about GW
K, good luck.
Hmm...it may be my .rel creating. Most likely.....can someone just send me there .rel to put ike over olimar?
GOOD NEWS!
Ike over Game and Watch = FLAWLESS VICTORY.
so i think i'll keep olimar for now... until i can get a Generic Marth .rel.
i'll give you mine. just wait a sec.
Quote from: Omega Phazon Samus on February 25, 2011, 12:28:51 AM
GOOD NEWS!
Ike over Game and Watch = FLAWLESS VICTORY.
so i think i'll keep olimar for now... until i can get a Generic Marth .rel.
Can you send the Ike over GW ft_
IkeCHARACTER~HERE.rel? :D
Awesome!
Quote from: SSJCerious on February 25, 2011, 12:27:07 AM
Hmm...it may be my .rel creating. Most likely.....can someone just send me there .rel to put ike over olimar?
TaDa! Like magic.
http://www.mediafire.com/?iivnm9j3up31grv
(http://images2.memegenerator.net/ImageMacro/5043149/Are-you-a-Wizard-.jpg?imageSize=Medium&generatorName=are-you-a-wizard)
:srs:
Oh incase any one wants it, i'll even upload it here.
It's Ike over Game and Watch.
http://www.mediafire.com/?r468kcyperfy086
Ok, I got the Ike over GW .rel.
Thanks Omega. :D
Also, can someone convert the Cloud Sound Effects to GW?
That would be the last thing needed for Cloud Slot Completeion. :>.>:
I really wouldn't know how to do it =/
atleast i provided that file lulz.
Someone should create a pack with .rels for all the brawl characters, thatd make this even easier.
SUCCESS!
This code will change Olimar's IC-s to Ike's-IC, allowing him to use the third jab.
Olimar has Ike's IC-Constants(Dantarion, variables by Eternal Yoshi)
C2858928 00000003
2C040019 40820008
38800022 1C040038
60000000 00000000
I see that ROB"s IC constants are quite different form Ike's.
I'm gonna try ROB again with Ike's constants.
Well Bah, and here I was hoping that the modules handled all of this. >.<
Anyways, it looks like there's a lot more that needs to be changed in order to get everything to line up correctly. From what I can gather using WiiRD, one of those things seems to point to two separate methods between Ike and Rob. Quite frankly, I have absolutely no idea what it is, but changing repointing Rob's method to Ike's allows Ike to go over Rob.
Here's the code
Rob has Ike's ...Something:
4A000000 80B27AC0
14000000 80914B5C
E0000000 80008000
I'll look into this some more, but it's going to be a while until I have as much free time as I had today.
ahh... thanks PW.
My other attempt didn't work.
Hey, what did I mi-
*jizzes until pants are white* OH. MY. GOD.
Phantom Louis Wings, welcome Back.
I indeed await your remarkable improvement of the such things via codes and that Clone engine. You are amazing, and I simply can't stress that enough.
Even for a little bit returning here, I really did not know you would even do so. I missed ya. lol :D
Anyways, I cannot wait to see more on this. Good luck, man!
Question: Say if I was using Ike over Olimar would the KirbyHat to suck up GW be Ike's KirbyHat or GW's?
EDIT: Nvm, with common sense you would know the KirbyHat would still be GW's because the ft_Ike.rel isn't replacing Kirby's Hats. >.>
So at least I can have a seperate Naruto Kirby Hat and a seperate Cloud Kirby Hat.
I just need to vertex a Cloud Kirby hat over GW.
I don't know. I assume the base character's power would be loaded unless you change Kirby's PSA.
PW, always comin' with awesome stuff at unexpected times...
Well, this is a great evolution, be able to have 3 diferent Ike PSAs is what many people would love to have.
So, if we use this with Dantarion's Roy, can we get a workin' extra Ike?
It's headin' the right way... it's a matter of (free) time to have perfect ports of the whole roster.
Wait, what about about PAL users like me?
...Wait, I've been reading EVERYTHING said here from the beginning to now, but it seems I overlooked some stuff... Did someone got Cloud working over Olimar with Hackingstar's SFX? If so, TEACH ME!! T_T
Quote from: EternalYoshi on February 25, 2011, 12:45:36 AM
SUCCESS!
This code will change Olimar's IC-s to Ike's-IC, allowing him to use the third jab.
Olimar has Ike's IC-Constants(Dantarion, variables by Eternal Yoshi)
C2858928 00000003
2C040019 40820008
38800022 1C040038
60000000 00000000
I see that ROB"s IC constants are quite different form Ike's.
I'm gonna try ROB again with Ike's constants.
Lol, so much more complicated than it needs to be if you only wanted the third jab. :P
Could have just used a one liner.
Olimar has 3 jabs
04B0B7BC 00000003
Someone Create a new thread and organize all this XD... and sticky it!!
Hey, so if you made several other characters with ft_Ike.rel you'd be basically adding more vertexture slots for Ike. :af2:
I'm doing Naruto for original Ike Slot and Cloud for GW's slot. I need Cloud SFX over GW's SFX.
It'd be nice if someone has Naruto(Japanese) SFX. Do you have that, ds22?
So wait, does this ADD characters or can you just port characters over other ones? Can you add a character to the CSS now?
More importantly, I'm trying to get Project M Sonic over Jigglypuff OR G&W since I'm guessing the multi-jump thing would be a problem, and I want Sonic to have Sonic's voice too since I have SDo0M's Shadow over Sonic, I'm gonna try myself to do this, but really about the sound bank, how would I go about getting Sonic's voice over one of these characters?
Quote from: Sanitys_Theif on February 25, 2011, 03:07:49 AM
So wait, does this ADD characters or can you just port characters over other ones? Can you add a character to the CSS now?
More importantly, I'm trying to get Project M Sonic over Jigglypuff OR G&W since I'm guessing the multi-jump thing would be a problem, and I want Sonic to have Sonic's voice too since I have SDo0M's Shadow over Sonic, I'm gonna try myself to do this, but really about the sound bank, how would I go about getting Sonic's voice over one of these characters?
Only port over for now.
Quote from: Nuke on February 25, 2011, 02:56:41 AM
Someone Create a new thread and organize all this XD... and sticky it!!
Done.
Quote from: Sanitys_Theif on February 25, 2011, 03:07:49 AM
So wait, does this ADD characters or can you just port characters over other ones? Can you add a character to the CSS now?
More importantly, I'm trying to get Project M Sonic over Jigglypuff OR G&W since I'm guessing the multi-jump thing would be a problem, and I want Sonic to have Sonic's voice too since I have SDo0M's Shadow over Sonic, I'm gonna try myself to do this, but really about the sound bank, how would I go about getting Sonic's voice over one of these characters?
At the moment, you can only port characters over another and it requires a patched .rel. The only one PW has done so far is Ike so he's the only character you can port at the moment.
So you can't port Sonic or anyone else just yet.
Quote from: BeyondYou on February 25, 2011, 03:11:15 AM
Quote from: Sanitys_Theif on February 25, 2011, 03:07:49 AM
So wait, does this ADD characters or can you just port characters over other ones? Can you add a character to the CSS now?
More importantly, I'm trying to get Project M Sonic over Jigglypuff OR G&W since I'm guessing the multi-jump thing would be a problem, and I want Sonic to have Sonic's voice too since I have SDo0M's Shadow over Sonic, I'm gonna try myself to do this, but really about the sound bank, how would I go about getting Sonic's voice over one of these characters?
At the moment, you can only port characters over another and it requires a patched .rel. The only one PW has done so far is Ike so he's the only character you can port at the moment.
So you can't port Sonic or anyone else just yet.
Oh -_-, well thanks lol
Has anyone gotten the soundbank to work? I'm trying to get Ike's voice over G&W
Quote from: Sanitys_Theif on February 25, 2011, 03:56:07 AM
Has anyone gotten the soundbank to work? I'm trying to get Ike's voice over G&W
I don't know. But try asking EternalYoshi or ds22. They might know how.
I need Cloud's SFX over GW.[/repetative]
Use your windows calculator and set it to hex mode to get the product of the character ID times 4.
Example:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000
Good Night.
Wow, I've only know this site for a couple of weeks and I'm already watching history being made
PhantomWings you are pure magic
Quote from: EternalYoshi on February 25, 2011, 04:04:00 AM
Use your windows calculator and set it to hex mode to get the product of the character ID times 4.
Example:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000
Good Night.
My calculator says 48 when I put 12 x 4 in when using hex mode... that can't be right, right?
Quote from: EternalYoshi on February 25, 2011, 04:04:00 AM
Use your windows calculator and set it to hex mode to get the product of the character ID times 4.
Example:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000
Good Night.
I'll add that to "The Clone Engine Progression" thread tomorrow because I'm on my DSi atm.
Also, would those instructions work for Hackingstar's Cloud SFX(including announcer call)?
Like how would input it for Mr. Game & Watch.
Good Night, EY.
Quote from: Sanitys_Theif on February 25, 2011, 04:09:44 AM
Quote from: EternalYoshi on February 25, 2011, 04:04:00 AM
Use your windows calculator and set it to hex mode to get the product of the character ID times 4.
Example:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000
Good Night.
My calculator says 48 when I put 12 x 4 in when using hex mode... that can't be right, right?
12 x 4 in Dec is 48. 48 in Hex is 30. So you'll replace the XX in the code with 30.
So the code for GW using Ikes Soundbank is:
4A000000 80AD89E0
14000030 000000020
E0000000 80008000
Quote from: BeyondYou on February 25, 2011, 04:19:46 AM
Quote from: Sanitys_Theif on February 25, 2011, 04:09:44 AM
Quote from: EternalYoshi on February 25, 2011, 04:04:00 AM
Use your windows calculator and set it to hex mode to get the product of the character ID times 4.
Example:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000
Good Night.
My calculator says 48 when I put 12 x 4 in when using hex mode... that can't be right, right?
12 x 4 in Dec is 48. 48 in Hex is 30. So you'll replace the XX in the code with 30.
So the code for GW using Ikes Soundbank is:
4A000000 80AD89E0
14000030 000000020
E0000000 80008000
Didn't work... I'm gonna try something different, the moveset works, but he can't do his jab combo, and putting him over Jigglypuff gives a freeze because of her multi-jump right?
I got it working. For those who are still having problems:
4A000000 80AD89E0
1400ZZZZ 000000YY
E0000000 80008000
(YY will be 20 since we are using ike.)
Replace ZZZZ with below
0000 Mario
0004 Donkey Kong
0008 Link
000C Samus
0010 Yoshi
0014 Kirby
0018 Fox
001C Pikachu
0020 Luigi
0024 Captain Falcon
0028 Ness
002C Bowser
0030 Peach
0034 Zelda
0038 Sheik
003C Popo
0040 (Nana)
0044 Marth
0048 Mr. Game & Watch
004C Falco
0050 Ganondorf
0054 Wario
0058 Metaknight
005C Pit
0060 Zero Suit Samus
0064 Olimar
0068 Lucas
006C Diddy Kong
0070 Pokemon Trainer
0074 Charizard
0078 Squirtle
007C Ivysaur
0080 Dedede
0084 Lucario
0088 Ike
008C Robot
0090 (Pra-mai)
0094 Jigglypuff
0098 (Mewtwo)
009C (Roy)
00A0 (Dr. Mario)
00A4 Toon Link
00A8 (Toon Zelda)
00AC (Toon Sheik)
00B0 Wolf
00B4 (Dixie)
00B8 Snake
00BC Sonic
00C0 Giga Bowser
00C4 Warioman
00C8 Red Alloy
00CC Blue Alloy
00D0 Yellow Alloy
00D4 Green Alloy
00D8 (Mario D)
surprise surprise, it was actually 48 lol idk
But can anything be done about Cloud not being able to do his jab combo over G&W, are the IC constants easy to do for that code thing?
Ask standardtoaster for the 3 jab code. I will ask him tomorrow.
Also, will the code for Ike SFX over GW mean all Ikes on the CSS will have the same SFX? Cuz I want Ike over GW to have Cloud SFX and the original Ike slot to have Naruto(Japanese) SFX. So I'm confused on if GW can have Cloud SFX.
surprise surprise, it was actually 48 lol idk
But can anything be done about Cloud not being able to do his jab combo over G&W, are the IC constants easy to do for that code thing?
Quote from: SmashClash on February 25, 2011, 04:56:57 AM
Ask standardtoaster for the 3 jab code. I will ask him tomorrow.
Also, will the code for Ike SFX over GW mean all Ikes on the CSS will have the same SFX? Cuz I want Ike over GW to have Cloud SFX and the original Ike slot to have Naruto(Japanese) SFX. So I'm confused on if GW can have Cloud SFX.
I have no idea, but having Ike over G&W does have something else that's bad, you can only have 1 costume for all G&W's slots, maybe he would be better over Jigglypuff...
Quote from: Sanitys_Theif on February 25, 2011, 05:02:25 AM
surprise surprise, it was actually 48 lol idk
But can anything be done about Cloud not being able to do his jab combo over G&W, are the IC constants easy to do for that code thing?Quote from: SmashClash on February 25, 2011, 04:56:57 AM
Ask standardtoaster for the 3 jab code. I will ask him tomorrow.
Also, will the code for Ike SFX over GW mean all Ikes on the CSS will have the same SFX? Cuz I want Ike over GW to have Cloud SFX and the original Ike slot to have Naruto(Japanese) SFX. So I'm confused on if GW can have Cloud SFX.
I have no idea, but having Ike over G&W does have something else that's bad, you can only have 1 costume for all G&W's slots, maybe he would be better over Jigglypuff...
Meh. It's fine anyway. I was just going to use BY's newest Cloud, too.
I could just use Cloud over GW until the clone engine.
I don't want to use him over Olimar cuz Olimar has a lot of cool/good vertexes.
Game & Watch does, too.
He has the first vertex I've seen that fully transforms him from a "male" to a "female".
Quote from: SmashClash on February 25, 2011, 05:27:24 AM
Quote from: Sanitys_Theif on February 25, 2011, 05:02:25 AM
surprise surprise, it was actually 48 lol idk
But can anything be done about Cloud not being able to do his jab combo over G&W, are the IC constants easy to do for that code thing?Quote from: SmashClash on February 25, 2011, 04:56:57 AM
Ask standardtoaster for the 3 jab code. I will ask him tomorrow.
Also, will the code for Ike SFX over GW mean all Ikes on the CSS will have the same SFX? Cuz I want Ike over GW to have Cloud SFX and the original Ike slot to have Naruto(Japanese) SFX. So I'm confused on if GW can have Cloud SFX.
I have no idea, but having Ike over G&W does have something else that's bad, you can only have 1 costume for all G&W's slots, maybe he would be better over Jigglypuff...
Meh. It's fine anyway. I was just going to use BY's newest Cloud, too.
I could just use Cloud over GW until the clone engine.
I don't want to use him over Olimar cuz Olimar has a lot of cool/good vertexes.
Yea, I'd really rather get Ike to work on Jigglypuff though so I can throw Naruto in there(can't stand Jigglypuff), I was thinking though, how would you get the sound pack for him to work on Jigglypuff, could you use sawndz to insert the stuff you download or does that only do one sound at a time, in which case I would somehow have to extract the sounds from the Naruto pack?
If you want Cloud SFX and Naruto SFX at the same time, just replace GW's sounds with Naruto's.
I don't see why you would need to replace Ike's sounds.
Hum, excuse me but I watched this topic and I saw there were great improvements, but there is something that I read, and I want a little more explanations, someone said he wanted rel files for all characters.
This rel files that you're talking about, are there these files called:
ft_captain.rel
ft_dedede.rel
These are just examples, and these files, they should be completely cleaned? Because to be honest, I would really want to help you, but unfortunately, I don't really see what I can do, excepted this! If you need these types of files, I can upload them to you, but there is one condition to all who need these files, download them fastly before they are erased from the site I will upload them.
So just say me if these are these files that you're searching, and I will do what I can.
Quote from: JetAurion on February 25, 2011, 07:00:46 AM
If you want Cloud SFX and Naruto SFX at the same time, just replace GW's sounds with Naruto's.
I don't see why you would need to replace Ike's sounds.
That's the problem though, the sounds come with specific instructions to replace IKE's sounds, it doesn't say how to replace G&W's, and as far as I know, no one's ever made a sound pack for him so where would you find out the offsets in hex to replace them with in the sound.brsar?
The joy of posting almost at the same time! :laugh:
Sanity's Thief: You're talking about offsets, there is a way to have the offsets of all sounds of Ike, you're talking about the fix offsets? Because if it is truly this, it can be found very easily.
It's things like this that make me happy... Seeing Brawl hacking take another step... Once again PW, you rock!
we need a marth rel... ^^
Quote from: Psycho Philia on February 25, 2011, 08:29:53 AM
The joy of posting almost at the same time! :laugh:
Sanity's Thief: You're talking about offsets, there is a way to have the offsets of all sounds of Ike, you're talking about the fix offsets? Because if it is truly this, it can be found very easily.
No, I mean the sound offsets for G&W to be replaced with Ike's, I don't even know if that's possible though, I doubt every character has the same exact amount of hex for their sound data
Sanitys_Thief: Ah I see. Anyway, if you want the fix offsets for G&W, I can have them very easily. But it seems it is not this that you're searching so...
And I don't think indeed that they have the same amount of hex for their sound data too, I didn't truly verified, but as G&W has only 4 voices if I recall correctly, which is not the case of Ike.
Ogichi:
http://www.mediafire.com/?dt4i92xygvsauty
Here is a mediafire link containing all the characters rel files that I found, I hope this is the file that you're searching Ogichi. Of course Marth's rel file is there.
The clone engine is here! Hooray! Good work PW! I will be testing this very soon, hope it works in PAL.
Also, did you have to include 6 copies of the same two files in a ZIP archive? For people with 25GB download limits per month like myself, that's a little obnoxious when i'm trying to spare every megabyte.
Doesn't 7Zip "ignore" duplicate files?
I thought about replacing Olimar's sound with Naruto SFX from SSF2, but I think I'll let someone else do it (I would like to have them, but it isn't a necessary at the moment).
I did do the Naruto announcer call over Olimar (this time flawless due to Olimar's name length being longer then Ike's).
The only thing I need to know is how to replace the name and mark on the result screen.
MetaIke freezes -_-
can somebody upload the files for ike over olimar? I want this for 2 reasons. 1) so i dont have to o the work :P and 2) so I can see ho wthe .pacs adn .pcs are named
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=pGgTo1I8Ah8&feature=mfu_in_order&list=ULWell, here's a video showing off this... Phantom Wings, you sir are my hero, BY and EY rock too. :P
Oh and, SonicBrawler.
http://www.mediafire.com/?cq5u7ggm1439a7j
I hope that helps. :)
Quote from: ds22 on February 25, 2011, 10:10:42 AM
I thought about replacing Olimar's sound with Naruto SFX from SSF2, but I think I'll let someone else do it (I would like to have them, but it isn't a necessary at the moment).
I did do the Naruto announcer call over Olimar (this time flawless due to Olimar's name length being longer then Ike's).
The only thing I need to know is how to replace the name and mark on the result screen.
You wouldn't mind sending me the Naruto announcer call for Olimar, would you? ;D
thanks, it helps alot!
Quote from: _Data_Drain_ on February 25, 2011, 01:21:33 PM
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=pGgTo1I8Ah8&feature=mfu_in_order&list=UL
Well, here's a video showing off this... Phantom Wings, you sir are my hero, BY and EY rock too. :P
Oh and, SonicBrawler.
http://www.mediafire.com/?cq5u7ggm1439a7j
I hope that helps. :)
I can't make Cloud do the third jab with that code D;
Quote from: Psycho Philia on February 25, 2011, 08:29:53 AM
The joy of posting almost at the same time! :laugh:
Sanity's Thief: You're talking about offsets, there is a way to have the offsets of all sounds of Ike, you're talking about the fix offsets? Because if it is truly this, it can be found very easily.
No, I mean the sound offsets for G&W to be replaced with Ike's, I don't even know if that's possible though, I doubt every character has the same exact amount of hex for their sound data
Quote from: Psycho Philia on February 25, 2011, 08:58:14 AM
Sanitys_Thief: Ah I see. Anyway, if you want the fix offsets for G&W, I can have them very easily. But it seems it is not this that you're searching so...
And I don't think indeed that they have the same amount of hex for their sound data too, I didn't truly verified, but as G&W has only 4 voices if I recall correctly, which is not the case of Ike.
Ogichi:
http://www.mediafire.com/?dt4i92xygvsauty
Here is a mediafire link containing all the characters rel files that I found, I hope this is the file that you're searching Ogichi. Of course Marth's rel file is there.
No no no, I mean thanks for trying to help, but you've got it all wrong
First off, the only place where you would replace the hex data for sounds is in the smashbros_sound.brsar
What I'm saying is you would need to find the offset for G&W's or Jigglypuff's id in that and replace it with Ike's, but no one has made a sound pack for G&W so we don't know where it is, and even then IDK if we could replace it with Ike's because I doubt every character has the same amount of hex data for sounds
So does anyone know how to find offsets in the sound.brsar?
and i ment a template module file for marth like the one he made for ike ^^
Ogichi: Ha ha, I see. I suppose it will maybe help someone anyway.
Sanithy's Thief: I suppose I'm wrong indeed... I can easily have the fix offsets of each sound for each character, and of course tied to the file smashbros sound.brsar but as it seems that it is not what you're searching, I suppose I will stay back and hope you find what you're searching! :laugh:
Quote from: Psycho Philia on February 25, 2011, 04:49:42 PM
Ogichi: Ha ha, I see. I suppose it will maybe help someone anyway.
Sanithy's Thief: I suppose I'm wrong indeed... I can easily have the fix offsets of each sound for each character, and of course tied to the file smashbros sound.brsar but as it seems that it is not what you're searching, I suppose I will stay back and hope you find what you're searching! :laugh:
Yea, I mean what's a fix offset? I've never heard of that, and the only way I know of replacing sounds is through hex editing the smash_sound.brsar so I think we're talking about 2 completely different things
Attention everyone:
If you are planning on trying to replace him over a multi-jumper, you must change the IC constants as well or you will get a freeze when jumping.
XX has YY's IC-Constant [Dantarion]
C2858928 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000
IDs
Mario 00
DK 01
Link 02
Samus 03
Yoshi 04
Kirby 05
Fox 06
Pikachu 07
Luigi 08
Falcon 09
Ness 0A
Bowser 0B
Peach 0C
Zelda 0D
Sheik 0E
Popo 0F
Nana 10
Marth 11
G&W 12
Falco 13
Ganon 14
Wario 15
MK 16
Pit 17
ZSS 18
Olimar 19
Lucas 1A
Diddy 1B
Chariz 1D
Squirt 1E
Ivysaur 1F
Dedede 20
Lucario 21
Ike 22
ROB 23
Jiggs 25
Toony 29
Wolf 2C
Snake 2E
Sonic 2F
DO NOT MIX THIS WITH ROB FOR NOW.
Quote from: EternalYoshi on February 25, 2011, 05:28:28 PM
Attention everyone:
If you are planning on trying to replace him over a multi-jumper, you must change the IC constants as well or you will get a freeze when jumping.
XX has YY's IC-Constant [Dantarion]
C2858928 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000
DO NOT MIX THIS WITH ROB FOR NOW.
Someone, really, really needs to help me now with getting Naruto SFX over Jigglypuff if that's possible, oh and thanks you're awesome lol
EDIT:
Also, what are we using, character ID's or some module ID's for this code?
Use the ID's here.
http://opensa.dantarion.com/wiki/IC-Constants
I have some idea for replace characters :
Doctor Mario ---> Wario
(For Classic Wario, use my Doc., and the Ware Wario, use the Pik Doc.)
Cloud ---> Mr.Game&Watch
(It's possible? Because GW have all recolors into the FitPSA.)
Shadow ---> DK
(Classic 8))
Mewtwo ---> King Dedede
Pichu ---> Olimar
Young Link ---> Toon Link
Roy ---> R.O.B.
Quote from: EternalYoshi on February 25, 2011, 05:35:46 PM
Use the ID's here.
http://opensa.dantarion.com/wiki/IC-Constants
I used the numbers you provided in your edited post, but Cloud still can't jab over G&W, does it not work or did I do something wrong?
EDIT:
Here's the code I made for it
XX has YY's IC-Constant: Ike over G&W [Dantarion]
C2858928 00000003
2C040012 40820008
38800022 1C040038
60000000 00000000
It might be a character related issue, like I had with ROB yesterday.
If Phantom Wings is reading this, then know that Dantarion is at the same place progress wise as you are and that you should talk to him whenever you get the chance.
I found another idea :
Geno ---> Diddy Kong
Do note that those ports won't happen unless we can patch .rels for Lucario/Snake as they are article intensive.
Wait later.
Whoa....7 new pages since yesterday.
I praise you PhantomWings!
And I praise BeyondYou as well (I finally switched to Riivolution)!
Quote from: TommoPuppy on February 25, 2011, 10:07:32 AM
The clone engine is here! Hooray! Good work PW! I will be testing this very soon, hope it works in PAL.
Also, did you have to include 6 copies of the same two files in a ZIP archive? For people with 25GB download limits per month like myself, that's a little obnoxious when i'm trying to spare every megabyte.
Doesn't 7Zip "ignore" duplicate files?
This isn't the clone engine. It's a character .rel porter. :srs:
ds22 I'm going to ask stickman for the program that allows twice the sound length of a file. He said it would be released in February and it'x about to be March. After I would like you to send me the Naruto Announcer for Ike.
I do not remember a mentioning of a program...
And why do you already state that your going to ask me for the announcer call?
Quote from: ds22 on February 26, 2011, 12:51:33 AM
I do not remember a mentioning of a program...
And why do you already state that your going to ask me for the announcer call?
I'll give you the link to the thread about x2 sound length.
Also, what do you mean "why do you already state that your going to ask me for the announcer call?"?
I only asked for the announcer this once. o-o
You could've PM'ed me instead of posting it in this thread.
And I know about the sound length method (since I used it for my Japanese sound packs).
Quote from: SmashClash on February 25, 2011, 11:34:38 PM
This isn't the clone engine. It's a character .rel porter. :srs:
Yeah, but.
1. Everyone is still calling it that
2. It's cloning without the engine, as said by Phantom Wings himself.
I'm still waiting for a MetaKnight and Link clone so I can have Metaknight again, Lyn, and Zero.
So wait. When I understand this correct, codes are only needed for being able to use the character's sound, right? Doesn't that mean this should also work for PAL with the PAL .rels?
I'm more interested if this gives, or ever will, give a chance to have extra custom costumes in a character without having to port/add him onto another slot.
>_>; ...from what I'm reading, not so much.
i hope the clone engine will work for a EU disc so US dont got all the cool stuff for them self
Quote from: mariodk on February 26, 2011, 02:23:47 PM
i hope the clone engine will work for a EU disc so US dont got all the cool stuff for them self
If this becomes official and popular, it will.
Quote from: mariodk on February 26, 2011, 02:23:47 PM
i hope the clone engine will work for a EU disc so US dont got all the cool stuff for them self
u can still do what i did, pass over to ntsc, sometimes ur game will run slow, just reset and fixed... xD
Oh, damn, I forgot that PAL and NTSC had different RELs. Good thing I haven't tried it yet, because it annoys me when Brawl freezes.
I can port the sfx bank swap code.
Quote from: standardtoaster on February 27, 2011, 03:37:29 PM
I can port the sfx bank swap code.
Can you for Ike over GW please?
SmashClash, I think he meant port the code to PAL, not port it to another character.
Quote from: SSJCerious on February 27, 2011, 04:13:31 PM
SmashClash, I think he meant port the code to PAL, not port it to another character.
Oh ok.
I'm so glad I was present for this breakthrough!
Hey, in the RSBE01.gct of this: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17084&Moderated=All
I need help finding the 3rd jab code. :srs:
Two questions.
If I were to port a character over one of the Alloys, would they have specials?
And what happens if you port over changing characters or Giga and WarioMan?
*Still waits for Marth, Link, and Metaknight ports*
Quote from: ItalianStallion on February 27, 2011, 09:34:23 PM
*Still waits for Marth, Link, and Metaknight ports*
lol dude slow down. The clone engine is in alpha state, and the holy ft_ike.rel was a gift from our friend PhantomWIngs. Link and metaknight might have not even been touched yet!
This worked only Ike on this moment?
Only ike can be ported at the moment, yes.
Quote from: SSJCerious on February 27, 2011, 09:57:01 PM
Quote from: ItalianStallion on February 27, 2011, 09:34:23 PM
*Still waits for Marth, Link, and Metaknight ports*
lol dude slow down. The clone engine is in alpha state, and the holy ft_ike.rel was a gift from our friend PhantomWIngs. Link and metaknight might have not even been touched yet!
That and did PW ever say he was gonna work on another character? And from what I've seen, his method for his work hasn't been revealed
Quote from: SSJCerious on February 27, 2011, 09:57:01 PM
Quote from: ItalianStallion on February 27, 2011, 09:34:23 PM
*Still waits for Marth, Link, and Metaknight ports*
lol dude slow down. The clone engine is in alpha state, and the holy ft_ike.rel was a gift from our friend PhantomWIngs. Link and metaknight might have not even been touched yet!
Sorry lol I'm just so hyped to have completely removed Olimar which is [censored] to me and now having Cloud and Ike back. I'm ready to replace Ice Climbers, GW, Jigglypuff, and ROB.
Quote from: ItalianStallion on February 27, 2011, 11:56:22 PM
Sorry lol I'm just so hyped to have completely removed Olimar which is [censored] to me and now having Cloud and Ike back. I'm ready to replace Ice Climbers, GW, Jigglypuff, and ROB.
Same here
Quote from: Sanitys_Theif on February 28, 2011, 12:19:45 AM
Quote from: ItalianStallion on February 27, 2011, 11:56:22 PM
Sorry lol I'm just so hyped to have completely removed Olimar which is [censored] to me and now having Cloud and Ike back. I'm ready to replace Ice Climbers, GW, Jigglypuff, and ROB.
Same here
Ditto :af:
STILL WAITING ON NEWS ABOUT ALLOYS.
So can we replace them, too?
Quote from: SSJCerious on February 27, 2011, 04:13:31 PM
SmashClash, I think he meant port the code to PAL, not port it to another character.
Yeah, I meant being able to change the sfx banks. lol
Quote from: Sanitys_Theif on February 27, 2011, 11:36:08 PM
Quote from: SSJCerious on February 27, 2011, 09:57:01 PM
Quote from: ItalianStallion on February 27, 2011, 09:34:23 PM
*Still waits for Marth, Link, and Metaknight ports*
lol dude slow down. The clone engine is in alpha state, and the holy ft_ike.rel was a gift from our friend PhantomWIngs. Link and metaknight might have not even been touched yet!
That and did PW ever say he was gonna work on another character? And from what I've seen, his method for his work hasn't been revealed
I think he said he was working on a generic rel loader that could theoretically port multiple characters other than ike. However, coding that probably will be difficult and a while away.
Quote from: JetAurion on February 28, 2011, 02:08:06 AM
STILL WAITING ON NEWS ABOUT ALLOYS.
So can we replace them, too?
i think we can but not sure
Quote from: JetAurion on February 28, 2011, 02:08:06 AM
STILL WAITING ON NEWS ABOUT ALLOYS.
So can we replace them, too?
You could have just looked on the code list to see if they were there.
32 Red Alloy
33 Blue Alloy
34 Yellow Alloy
35 Green Alloy
umm..... I don't think that it will work over the alloys considering that characters that share .rels don't work with the generic(Ike).rel.
The alloys all share the same .rel.
What about gigabowser and warioman? I apologize if this has been asked, I just think it'd be kinda interesting to have bowser or wario turn into ike.
I just tried the Cloud over Dedede download and it crashed.
Considering the fact I used a IC-constant code to change Dedede's IC-constant to Ike's, I wonder what could be the problem (I tried the same thing with Pit and got the same results).
And no, you can't replace Giga Bowser or Warioman (same problem as with the Alloys).
Ah, that's too bad. Oh well, thanks for responding.
Quote from: ds22 on March 01, 2011, 12:05:17 AM
I just tried the Cloud over Dedede download and it crashed.
Considering the fact I used a IC-constant code to change Dedede's IC-constant to Ike's, I wonder what could be the problem (I tried the same thing with Pit and got the same results).
And no, you can't replace Giga Bowser or Warioman (same problem as with the Alloys).
You mean the one I uploaded? I'm using it this very instance and I get no freezing!
Maybe D3 has a method different from Ike AND ROB.
Quote from: EternalYoshi on March 01, 2011, 02:34:09 AM
Maybe D3 has a method different from Ike AND ROB.
That's not it, but I had to use different codes then the IC-Constant code.
Dedede single jump [ds22]
* 04B0B954 00000001
Dedede 3rd jab [ds22]
* 04B0B944 00000003
Quote from: KAZECoyote on February 28, 2011, 11:45:34 PM
Quote from: JetAurion on February 28, 2011, 02:08:06 AM
STILL WAITING ON NEWS ABOUT ALLOYS.
So can we replace them, too?
You could have just looked on the code list to see if they were there.
32 Red Alloy
33 Blue Alloy
34 Yellow Alloy
35 Green Alloy
Oh yeah, that should be great.
The alloys don't work. I've tried. It freezes the game upon selecting the stage. Oh, well, we'll just have to wait for the actual clone engine.
Alloys and Giga and warioman have unique data in their modules compared to the characters
Hum, I use Riivolution, what do I need to add to my XML to make this work?
Quote from: Fliptocat on March 03, 2011, 10:03:17 PM
Hum, I use Riivolution, what do I need to add to my XML to make this work?
No
^??? Do you mean I don't need to add anything?
Quote from: Fliptocat on March 04, 2011, 01:25:49 AM
^??? Do you mean I don't need to add anything?
Yes, you don't.
Alright, thanks.
Ok, so where would I place the stock Icons for the result screen?
STGRESULT.pac, in MiscData[120].
Ok, thanks. :)
Does anyone know exactly WHOS working on the actual clone engine?
Too many pages to read?
PW is working on it, but doesn't have much free time.
Dantarion also did some work on the clone engine before PM and real life got the better of him.
Real life you say?... What do you mean? That he's desided to do other stuff?
Quote from: Omega Malkior on March 05, 2011, 07:44:20 PM
Real life you say?... What do you mean? That he's desided to do other stuff?
He means that Dantarion's busy with real life and Project M (Sparing his little free-time working on Project M, I assume he meant).
Eternal, can you send me the Cloud recolors that you said you made?
How do I go about changing the SFX on it?
anyone know where the results screen character names can be found/changed?
No we don't.
I had an idea for a possible location, but it was debunked as there are not a lot of PAT0 entries in that location.
BTW, If you can vertex, you can make custom logos for the result screen.
Quote from: EternalYoshi on March 09, 2011, 02:06:44 AM
No we don't.
I had an idea for a possible location, but it was debunked as there are not a lot of PAT0 entries in that location.
BTW, If you can vertex, you can make custom logos for the result screen.
I'd assume Vertexing to make these Logos wouldn't be too hard... Right?
Maybe I could but I need a Cloug logo. Maybe you want me to do a Naruto one as well, correct?
Quote from: SmashClash on March 09, 2011, 04:24:59 AM
Maybe I could but I need a Cloug logo. Maybe you want me to do a Naruto one as well, correct?
This is the Logo I'm using, think you can do that?
(http://i68.photobucket.com/albums/i6/X-Cloud/Brawl/CSPs/MenSelchrMark14.png)
Quote from: Wolfric on March 09, 2011, 04:33:57 AM
Quote from: SmashClash on March 09, 2011, 04:24:59 AM
Maybe I could but I need a Cloug logo. Maybe you want me to do a Naruto one as well, correct?
This is the Logo I'm using, think you can do that?
(http://i68.photobucket.com/albums/i6/X-Cloud/Brawl/CSPs/MenSelchrMark14.png)
I'll probably get to that and the Naruto logo once I finish vertexing my Lamborghini. After these logos I'll be vertexing Victini, then Blaze the Cat, then texturing all the things I've vertexed up to that point. After that I'm going to recolor SSJ4 Goku to be SSJ4 Gogeta(I'm going to have vertex his belt things hanging out and his shoulder things)...After that I'm going to vertex a Gotenks over Lucas, then recolor him to make a SSJ1 Gotenks...meanwhile/after that is PSA making, then learning to make .brstms/SFX, then learn to make stages. By the time all this is done, I'll probably be starting Summer Vacation(so I'll need ideas or get ideas and stuff).
-----------
Sorry, I got carried away.
You could do that logo If you use the Mother logo as a base.
Quote from: EternalYoshi on March 09, 2011, 05:10:46 AM
You could do that logo If you use the Mother logo as a base.
Good idea. Telling by the Meteor Inwould just need to stretching(6 or 7 vertices) to make the flame. But that's just looking at the 2D view. Yet again, We only see a flat view of it anyway. r)
this is sooooooooooooooooooooo off-topic...
i know cloud and naruto are made on ike, and ike has been properly cloned, but DAMN, this is gettin off-topic...
Quote from: hirako shinji on March 09, 2011, 11:23:07 AM
this is sooooooooooooooooooooo off-topic...
i know cloud and naruto are made on ike, and ike has been properly cloned, but DAMN, this is gettin off-topic...
Not at all, we're still discussing how to fully clone characters, actually.
i was talking about the logo speach...
Quote from: hirako shinji on March 09, 2011, 07:43:25 PM
i was talking about the logo speach...
It dosnt matter >_>
Its to replace Olimar's
Also for the names....i could be just single letters making names like in the rollcall
Quote from: SmashClash on March 09, 2011, 05:06:11 AM
Quote from: Wolfric on March 09, 2011, 04:33:57 AM
Quote from: SmashClash on March 09, 2011, 04:24:59 AM
Maybe I could but I need a Cloug logo. Maybe you want me to do a Naruto one as well, correct?
This is the Logo I'm using, think you can do that?
(http://i68.photobucket.com/albums/i6/X-Cloud/Brawl/CSPs/MenSelchrMark14.png)
I'll probably get to that and the Naruto logo once I finish vertexing my Lamborghini. After these logos I'll be vertexing Victini, then Blaze the Cat, then texturing all the things I've vertexed up to that point. After that I'm going to recolor SSJ4 Goku to be SSJ4 Gogeta(I'm going to have vertex his belt things hanging out and his shoulder things)...After that I'm going to vertex a Gotenks over Lucas, then recolor him to make a SSJ1 Gotenks...meanwhile/after that is PSA making, then learning to make .brstms/SFX, then learn to make stages. By the time all this is done, I'll probably be starting Summer Vacation(so I'll need ideas or get ideas and stuff).
-----------
Sorry, I got carried away.
yeah Gotenks :D(btw it me who making the PSA :D) also make a SSj3 one if possible he is so awesome as SSJ3
@^: I'll try. ;)
Oh noes! The forum is dead;~:
Meh, i'm just waiting for the Marth .REL. then i'll be happy.
Unfortunately I don't really think it will come soon, the Marth .rel I mean. I still don't know who will be the next character able to be ported, I wonder who he will be... But I don't really expect progress before a certain time, I suppose those who are working on these .rels are busy with their life, which is understandable. But I will wait until the completion of the characters I want. :laugh:
of course me too.
if i need to make a character, just port it over Ike.
speaking of which, it's off topic, but i need someone to do a perfect port of Leanardo over Ike.
any suggestions?
I want a marth.rel first than anyone else!
For Ike I have
Ike vs Cloud vs Naruto vs Riku
Hopefully next to come...
Marth vs Sephiroth vs Roy vs Kratos
Then...
Link vs Zero vs Lyn vs Dark Link?
After...
MetaKnight vs Gray Fox vs Idk really :P
and finally
Ganondorf Onslaught vs Sigma (Pride's PSA) vs Dark Emperor Ganon (with Dark knight tetxure)
agreed with the above. but marth is my main priority. i need Naruto's arch nemesis.
Quote from: Omega Malkior on March 17, 2011, 09:48:25 PM
I want a marth.rel first than anyone else!
For Ike I have
Ike vs Cloud vs Naruto vs Riku
Hopefully next to come...
Marth vs Sephiroth vs Roy vs Kratos
Then...
Link vs Zero vs Lyn vs Dark Link?
After...
MetaKnight vs Gray Fox vs Idk really :P
and finally
Ganondorf Onslaught vs Sigma (Pride's PSA) vs Dark Emperor Ganon (with Dark knight tetxure)
Rather have this order:
Lucario VS Mewtwo
Link VS Zero
Pikachu VS Pichu
No Marth vs Roy? :<
Why should I put something on my want list if I could already have it? :P
YOU have already
you evil man you...
Quote from: ds22 on March 17, 2011, 11:48:13 PM
Rather have this order:
Lucario VS Mew2 done,port over Donkey Kong,very unstabble but at least its been attempted
Link VS Zero, done, Link over toon link, perfect port.
Pikachu VS Pichu, done, port over Ice Climbers, not perfect.
So... your happy :-/
Quote from: ds22 on March 17, 2011, 11:48:13 PM
Why should I put something on my want list if I could already have it? :P
u should share sir ...
i rly want a marth clone... for marth and seph vs ike and cloud ^^
or cloud and marth vs ike and seph...
Why should I share something which is so easy to do and you can do yourself (articles)?
Dr. Mario Vs. Mario and Kid Goku over Luigi vs. Luigi i want :D also Shadow vs. Sonic
Quote from: Omega Malkior on March 17, 2011, 09:48:25 PMvs Sigma (Pride's PSA)
Wait what? Pride's PSA as in mine? O_o?
For me it would be:
Link VS Zero
Marth VS Roy VS Cloud (Cloud over Olimar somehow fails to work for my Dolphin :srs:)
Young Link vs Link
Toon Link vs Geno
Mario vs Doc.Mario
Mewtwo vs Lucario
Pichu vs Pikachu
Roy vs Marth
Zero vs Link
Sonic vs Shadow
Quote from: KTH on March 18, 2011, 12:06:00 PM
Young Link vs Link
Toon Link vs Geno
Mario vs Doc.Mario
Mewtwo vs Lucario
Pichu vs Pikachu
Roy vs Marth
Zero vs Link
Sonic vs Shadow
Agreed, Tenfold.
Has Phantom replied since he last did? Did he release anything else? My guess is, he is working on more than one Rel then. Probably a pack...or all at once.
We won't know until he posts about it.
Ike: article
Lucario: articles
Link: articles
Pikachu: articles
Marth: no articles
I have no idea on how to patch an article.
i looked and it's just a whole bunch of FFFFFFFFFFUUUUUUUUUUUUUUUUUUU moments.
Phantom Wings isn't going to do a Marth module since it isn't necessary.
Neither will he do a Jiggz module.
Quote from: ds22 on March 18, 2011, 02:48:33 PM
Phantom Wings isn't going to do a Marth module since it isn't necessary.
Neither will he do a Jiggz module.
why that one jiggz dont got many PSAs or import or anything (yet)
Both Marth and Jiggz don't have any article data whatsoever, so patching the modules in the way Phantom Wings did with Ike's module isn't needed.
Quote from: ds22 on March 18, 2011, 03:00:02 PM
Both Marth and Jiggz don't have any article data whatsoever, so patching the modules in the way Phantom Wings did with Ike's module isn't needed.
ok so i think i will try to port my Goku PSA (as soon it is 100% done) over Ike or Jiggz or Marth (on what it will work best) so we can have cp. falcon + goku at same time and use the .rel for them to port goku over anyone
it was one of my next projects
also for my Shadow over Marth if the .rel file for Marth is done then we can port shadow over anyone also if that one is done i will try to get my Shadow Marth to work better :D
Basically, you already could edit a Marth or Jiggz module in a similar fashion like Phantom Wings Ike module and get it to work.
Just nobody pays any attention to this fact and assumes Phantom Wings has to do that as well instead of just doing it themselves.
Quote from: ds22 on March 18, 2011, 03:13:32 PM
Basically, you already could edit a Marth or Jiggz module in a similar fashion like Phantom Wings Ike module and get it to work.
Just nobody pays any attention to this fact and assumes Phantom Wings has to do that as well instead of just doing it themselves.
i want to do but too bad i know near nothing about hex to do it :(
Quote from: ds22 on March 18, 2011, 03:13:32 PM
Basically, you already could edit a Marth or Jiggz module in a similar fashion like Phantom Wings Ike module and get it to work.
Just nobody pays any attention to this fact and assumes Phantom Wings has to do that as well instead of just doing it themselves.
Hmm, I'd like you to elaborate this a litle more? And why not just release it as PW released Ike's?
Umm... I think external GFX effects should be fixed before we proceed...
I remember that old method to get Marf/jiggs clones working, but what I'm trying to do is see how he patched articles in HxD, in the hopes that it may provide a clue to fixing external GFX.
Quote from: ds22 on March 18, 2011, 03:13:32 PM
Basically, you already could edit a Marth or Jiggz module in a similar fashion like Phantom Wings Ike module and get it to work.
Just nobody pays any attention to this fact and assumes Phantom Wings has to do that as well instead of just doing it themselves.
actually, if u know how to do stuff like porting marth or jiggs that dsnt mean everybody even knows wut ur talking about... :S
so, if u dont want to share cuz its too "easy to do", could u at least explain how easy it is?
thanks
It's not mine, it's Dantarion's.
Also: http://opensa.dantarion.com/wiki/Patching_Character_Modules
i only see lots of numbers there...
but hey, u said it isnt necesarry to patch marth's rel file, so u mean u only need a sound bank and gfx bank code?
plz answer, i wanna get rid of the useless characters...
I see offsets that need to be patched to the ID of choice.
and i dont even know how to patch...
HxD hex editor.
but again, is it even a need to patch rel to clone marth?
O yes, it is.
Like with stage modules.
T.T
so i cant just replace all files and use sound and gfx codes?
T.T
No, but patching a Marth module is like patching a stage module.
Yeah, surely since Marth and Jigglypuff have no articles they'll probably take a little less effort than most amirite?
sry for asking, but could u than plz plz plz patch marth rel to go over ROB, for exapmple?
if rob gives problems, 2nd choice could be ness... or diddy...
pleeeeeaaaaassssseeee :happy:
As much as I want to, I can't just spread Dantarion's work without his permission.
but u just said u knew how to do it...
T_T
I know how to do it, after Dantarion told me how.
...........
soooooooo.... xD
u do it, not his work, just his investigation, and i wont forget him cuz u make it... xD, anyway if u dont want to no prob, i'll wait till its public...
He was the first one to do it, I figured this and that out of what he did, he impress and tells me the whole deal.
Quote from: ds22 on March 18, 2011, 07:22:29 PM
As much as I want to, I can't just spread Dantarion's work without his permission.
Just tell us how to do it T.T
For hype reasons I can't.
Well, we'll be stuck with on marth...
i'm looking at how to patch it, and i'm am COMPLETELY lost. i see the dump's but, have no idea on what they mean, i just want a marth module over Olimar. then i'll be happy.
so we'll wait until DS22 is allowed to release the module, or wait until i can discover how this works, or wait until Dantarion releases it.
ds22 is a wall, we have to break through him, CHARGE MY FRIENDS!
I think it's best we wait, for there may be another finding when there is an update to the module that fixes something like External GFX.
Not to mention the info there is a little old.
Quote from: EternalYoshi on March 18, 2011, 10:06:09 PM
I think it's best we wait, for there may be another finding when there is an update to the module that fixes something like External GFX.
Not to mention the info there is a little old.
I'm fine with this actually, even Ike's .rel was released out of time.
Quote from: Wolfric on March 18, 2011, 10:07:28 PM
Quote from: EternalYoshi on March 18, 2011, 10:06:09 PM
I think it's best we wait, for there may be another finding when there is an update to the module that fixes something like External GFX.
Not to mention the info there is a little old.
I'm fine with this actually, even Ike's .rel was released out of time.
By a different person.....
Also take notice on how PW is about ACTUAL work instead of cruel hype....
Quote from: EternalYoshi on March 18, 2011, 10:06:09 PM
I think it's best we wait, for there may be another finding when there is an update to the module that fixes something like External GFX.
Not to mention the info there is a little old.
I thought I was the only one who had this issue.
Good to know I'm not.
Still waiting for my +6 costume availablity.
Lord knows we all hate Wario for having 12 costumes while everyone else doesn't. :<
Quote from: LC-DDM on March 19, 2011, 01:03:18 AM
Still waiting for my +6 costume availablity.
Lord knows we all hate Wario for having 12 costumes while everyone else doesn't. :<
:notimp:
This thread has NOTHING to do with that. If you want it so bad, go request it in the help board.
But I agree, why does that disgusting fat bastard have 12 freakin costumes, while others are limited to 6, or LESS!
About the "Patching Character Modules" page, might I ask what "li R#" phrases mean? If it seems the same with patching stages, might I ask where is the best guide to learn to do so?
Quote from: SSJCerious on March 19, 2011, 01:34:37 AM
Quote from: LC-DDM on March 19, 2011, 01:03:18 AM
Still waiting for my +6 costume availablity.
Lord knows we all hate Wario for having 12 costumes while everyone else doesn't. :<
:notimp:
This thread has NOTHING to do with that. If you want it so bad, go request it in the help board.
But I agree, why does that disgusting fat bastard have 12 freakin costumes, while others are limited to 6, or LESS!
Technically, it kind of does have to do with that. I mean,
in theory, it would be sort of like the stage expansion -- you'd just need a way to load FitCharCustomxx and stuff, then have a new .pac file that only loads CSPs for the new FitCharCustomxx files. Perhaps have it named it as sc_customselchar.pac (Remember, we want this to be usable for all regions so as to not single people out). But I digress, this is so off-topic it jumped off the train before it derailed the thread.
I'm really hoping you can add characters and not replace them with this. Lots of people loving the characters that exist now, even if they're Scrappies.
this wont let u load new costumes, it will make new slots, so if u want more costumes u'll clone a character to a new slot without using a different psa...
http://opensa.dantarion.com/wiki/Instance_Slots
Just wait a bit and sooner or later a code will be made so that the game will try to load these costumes if they are referenced, then it may just be a matter of adding CSS slots....
It's a good thing that PAT0 editing is functional since it can also work for the CSS if what Dant stated a while ago is anything o go by. :)
Quote from: EternalYoshi on March 19, 2011, 10:48:01 PM
http://opensa.dantarion.com/wiki/Instance_Slots
Just wait a bit and sooner or later a code will be made so that the game will try to load these costumes if they are referenced, then it may just be a matter of adding CSS slots....
It's a good thing that PAT0 editing is functional since it can also work for the CSS if what Dant stated a while ago is anything o go by. :)
yeah. It'd be amazing if we could load extra character slots through CSS the same way that extra stages have been added to SSS. Hopefully there aren't any weird file size limits though that would interfere.
Wario is fat.
The end.
^That joke doesn't even need a punchline to be funny.
Quote from: mariofan1138 on March 20, 2011, 12:24:59 AM
Quote from: EternalYoshi on March 19, 2011, 10:48:01 PM
http://opensa.dantarion.com/wiki/Instance_Slots
Just wait a bit and sooner or later a code will be made so that the game will try to load these costumes if they are referenced, then it may just be a matter of adding CSS slots....
It's a good thing that PAT0 editing is functional since it can also work for the CSS if what Dant stated a while ago is anything o go by. :)
yeah. It'd be amazing if we could load extra character slots through CSS the same way that extra stages have been added to SSS. Hopefully there aren't any weird file size limits though that would interfere.
The CSS is in ccommon5, so there WILL be a very anal file size limit. :(
Quote from: EternalYoshi on March 20, 2011, 01:11:50 AM
Quote from: mariofan1138 on March 20, 2011, 12:24:59 AM
Quote from: EternalYoshi on March 19, 2011, 10:48:01 PM
http://opensa.dantarion.com/wiki/Instance_Slots
Just wait a bit and sooner or later a code will be made so that the game will try to load these costumes if they are referenced, then it may just be a matter of adding CSS slots....
It's a good thing that PAT0 editing is functional since it can also work for the CSS if what Dant stated a while ago is anything o go by. :)
yeah. It'd be amazing if we could load extra character slots through CSS the same way that extra stages have been added to SSS. Hopefully there aren't any weird file size limits though that would interfere.
The CSS is in ccommon5, so there WILL be a very anal file size limit. :(
A method of solving this would be making the CSPs with less resolution, though... But that'd be a temporal fix.
Quote from: Wolfric on March 20, 2011, 01:22:33 AM
Quote from: EternalYoshi on March 20, 2011, 01:11:50 AM
Quote from: mariofan1138 on March 20, 2011, 12:24:59 AM
Quote from: EternalYoshi on March 19, 2011, 10:48:01 PM
http://opensa.dantarion.com/wiki/Instance_Slots
Just wait a bit and sooner or later a code will be made so that the game will try to load these costumes if they are referenced, then it may just be a matter of adding CSS slots....
It's a good thing that PAT0 editing is functional since it can also work for the CSS if what Dant stated a while ago is anything o go by. :)
yeah. It'd be amazing if we could load extra character slots through CSS the same way that extra stages have been added to SSS. Hopefully there aren't any weird file size limits though that would interfere.
The CSS is in ccommon5, so there WILL be a very anal file size limit. :(
A method of solving this would be making the CSPs with less resolution, though... But that'd be a temporal fix.
You could do that on top of P:M's common5 (they removed things that didnt need to be there to make it much smaller. On top of that, CSP type can make a HUGE difference on the filesize, trust me)
Quote from: Goronguy on March 19, 2011, 05:38:29 AM
About the "Patching Character Modules" page, might I ask what "li R#" phrases mean? If it seems the same with patching stages, might I ask where is the best guide to learn to do so?
li rA,value is a PPC ASM command.
li = Load Immediate
It puts value into rA
If you understand ASM, it's a lot easier to understand the commands.
Quote from: standardtoaster on March 20, 2011, 06:26:43 AM
Quote from: Goronguy on March 19, 2011, 05:38:29 AM
About the "Patching Character Modules" page, might I ask what "li R#" phrases mean? If it seems the same with patching stages, might I ask where is the best guide to learn to do so?
li rA,value is a PPC ASM command.
li = Load Immediate
It puts value into rA
If you understand ASM, it's a lot easier to understand the commands.
Thanks! I've learned something today. Now I'm off to learn some more about ASM.
Quote from: SSJCerious on March 20, 2011, 01:33:39 AM
Quote from: Wolfric on March 20, 2011, 01:22:33 AM
Quote from: EternalYoshi on March 20, 2011, 01:11:50 AM
Quote from: mariofan1138 on March 20, 2011, 12:24:59 AM
Quote from: EternalYoshi on March 19, 2011, 10:48:01 PM
http://opensa.dantarion.com/wiki/Instance_Slots
Just wait a bit and sooner or later a code will be made so that the game will try to load these costumes if they are referenced, then it may just be a matter of adding CSS slots....
It's a good thing that PAT0 editing is functional since it can also work for the CSS if what Dant stated a while ago is anything o go by. :)
yeah. It'd be amazing if we could load extra character slots through CSS the same way that extra stages have been added to SSS. Hopefully there aren't any weird file size limits though that would interfere.
The CSS is in ccommon5, so there WILL be a very anal file size limit. :(
A method of solving this would be making the CSPs with less resolution, though... But that'd be a temporal fix.
You could do that on top of P:M's common5 (they removed things that didnt need to be there to make it much smaller. On top of that, CSP type can make a HUGE difference on the filesize, trust me)
But with riivolution can't you surpass the file limit?
what about the people who well, can't use Riivolution, i stopped using it simply becuase. for one! i couldn't modify Zelda. 2, couldn't do a few other things. so yeah.
Can some one edit me a generic ft_ike.rel to be compatible with Yoshi?
Try giving Yoshi Ike's IC Constants. that should stop the freezing.
Hmmm.. well .REL patching is a relatively new thing. so i don't know what to say then.
I patched a Marth module earlier to place over Wolf, since no one I know uses him. Well, when I went to test it out, it worked...ish. The entire time, the ship that Wolf enters in with was in sight and over top of Marth (not a problem, as I could easily scale the ship to 0 times the size). The real problem, though, is when the match ended, the game froze. Anyone have any clue as to why? I gave Wolf's slot Marth's IC constants and sound bank. I have not tested this out in any other character slot, as there's really no one else I want to replace, so it may just be that Wolf is irreplaceable. Has anyone had any luck replacing him?
I THINK this would fit in here, in this thread, what with all the patching modules and stuff going on, and since this topic is about general cloning. If I'm wrong, tell me, and I'll take my questions elsewhere.
Quote from: Oshtoby on April 02, 2011, 06:58:20 PM
I patched a Marth module earlier to place over Wolf, since no one I know uses him. Well, when I went to test it out, it worked...ish. The entire time, the ship that Wolf enters in with was in sight and over top of Marth (not a problem, as I could easily scale the ship to 0 times the size). The real problem, though, is when the match ended, the game froze. Anyone have any clue as to why? I gave Wolf's slot Marth's IC constants and sound bank. I have not tested this out in any other character slot, as there's really no one else I want to replace, so it may just be that Wolf is irreplaceable.
I THINK this would fit in here, in this thread, what with all the patching modules and stuff going on, and since this topic is about general cloning. If I'm wrong, tell me, and I'll take my questions elsewhere.
Aren't you using the files? You need to rename the files (I.E. FitMotion, Fit) and place them into the folder, I believe.
Quote from: br3compactor on April 02, 2011, 07:03:05 PM
Aren't you using the files? You need to rename the files (I.E. FitMotion, Fit) and place them into the folder, I believe.
And the Entry/Result/Spy/Dark etc .Pacs of Marth.
Quote from: br3compactor on April 02, 2011, 07:03:05 PM
Aren't you using the files? You need to rename the files (I.E. FitMotion, Fit) and place them into the folder, I believe.
Yes, I did that. I did get in game, and played a match, it's just that once the match ended (The opponent or I died for the last time), it froze.
Quote from: ssbbtailsfan on April 02, 2011, 07:06:05 PM
You've manged to get Roy Marth working on Wolf? Did you have Wolf's FitWolfFinalSpy.pac in the same folder? Not sure if that file would fix the glitches, but this is one of those files Marth doesn't have yet it needs to be in the same folder.
Yeah, that's what I'm fearing...
I renamed ANYTHING and EVERYTHING from Marth's folder on the disc to my SD card's Wolf folder, and renamed everything. The FitWolfFinalSpy.pac is the only thing really left.
You should ask ds22 as he seems to have got an extra Marth slot using Mario Debug
Quote from: br3compactor on April 02, 2011, 07:12:27 PM
You should ask ds22 as he seems to have got an extra Marth slot using Mario Debug
Maybe I have the wrong impression of the Project M guys, but I think I'd get more information if I asked a rock in a desert. They're not gonna open their mouths about that sort of thing. They're saving that for the final release of Project M.
Hell, just to get their camera code (which I was dying for), I had to decompile the Project M .GCT file and then read through the whole block of undocumented code just to understand it, and grab out the code I wanted. I still have about 100 lines of code (out of 2000) that I don't understand what it does.
Anywho, if ds22 wants to prove me wrong, and inform me/us on how to properly get a Marth Clone replacement over top of Wolf working, I would be more than happy to take my words back and write an official apology to the Project M team for thinking they're snoody.
Quote from: Oshtoby on April 02, 2011, 07:25:02 PM
Maybe I have the wrong impression of the Project M guys, but I think I'd get more information if I asked a rock in a desert. They're not gonna open their mouths about that sort of thing. They're saving that for the final release of Project M.
Hell, just to get their camera code (which I was dying for), I had to decompile the Project M .GCT file and then read through the whole block of undocumented code just to understand it, and grab out the code I wanted. I still have about 100 lines of code (out of 2000) that I don't understand what it does.
Anywho, if ds22 wants to prove me wrong, and inform me/us on how to properly get a Marth Clone replacement over top of Wolf working, I would be more than happy to take my words back and write an official apology to the Project M team for thinking they're snoody.
Which camera code? I don't even remember being able to move the camera decently when I played the P:M demo at release. For me it was just like the unhacked Brawl's.
Quote from: ssbbtailsfan on April 02, 2011, 07:17:09 PM
Try again, this time with the FitWolfFinalSpy.pac. If it still freezes at the end of the match, I honestly don't know what else it could be. Maybe a code or something (like how I had an freeze with Ike on Diddy) is missing?
Well, I'm in work right now, but I don't see why that would solve anything.The reason I say that, is if it can't find a file on my SD card, would it not, then try to find it on the disc, where it would be? It's most likely a code...
Quote from: br3compactor on April 02, 2011, 07:28:26 PM
Which camera code? I don't even remember being able to move the camera decently when I played the P:M demo at release. For me it was just like the unhacked Brawl's.
It's a BIT different, believe it or not. Much wider. Makes smaller stages bearable.
I'm sure you can delete yourself the second post? Anyways, I totally understand what you're saying, but it's not that ds22 doesn't wants to tell us everything, it's just that the developers won't allow it. Dantarion won't release his .rel file, ds22 has it, but he's not in position of giving it out if Dantarion doesn't wants to (I'm aware Dantarion has his reasons to not to, I'm just stating facts). But I THINK he could help you with this, since you've gotten this far already? ._.
Quote from: Oshtoby on April 02, 2011, 07:25:02 PM
Maybe I have the wrong impression of the Project M guys, but I think I'd get more information if I asked a rock in a desert. They're not gonna open their mouths about that sort of thing. They're saving that for the final release of Project M.
Hell, just to get their camera code (which I was dying for), I had to decompile the Project M .GCT file and then read through the whole block of undocumented code just to understand it, and grab out the code I wanted. I still have about 100 lines of code (out of 2000) that I don't understand what it does.
Anywho, if ds22 wants to prove me wrong, and inform me/us on how to properly get a Marth Clone replacement over top of Wolf working, I would be more than happy to take my words back and write an official apology to the Project M team for thinking they're snoody.
I lol'd.
Blame leakers like Stingers and 5ive for making the PMBR overprotective.
BTW, FitWolfFinalSpy.pac is the costume for the invisible Brawl mode, therefor has nothing to do with it freezing at the end of the match.
Quote from: ds22 on April 02, 2011, 07:36:20 PM
I lol'd.
Blame leakers like Stingers and 5ive for making the PMBR overprotective.
BTW, FitWolfFinalSpy.pac is the costume for the invisible Brawl mode, therefor has nothing to do with it freezing at the end of the match.
...okay, now b3 has me questioning myself, so I have to ask you one thing.
Is there really a camera code to make the camera bubbles a bit wider, or was I just making stuff up in my head? I swear I found the snippet I was looking for, but if there is no camera code... what did I put into my Brawl codeset?!
There is a Camera Bubble Modifier code.
Also, don't replace the Arwing model.
Shrink it animation wise to 0,0001.
I hope ft_marth.rel and an extra slot comes out, soon.
Quote from: SmashClash on April 02, 2011, 08:29:28 PM
I hope ft_marth.rel and an extra slot comes out, soon.
me too and if ft_marth.rel coming we can get Shadow over Marth over XXXXXX :D (as soon i have fixed my Shadow more) or .rel file for donkey kong :)
So, some one figured out how to patch a marth module... i need that module once it's bug free... soon.... like nao...
Quote from: Omega Phazon Samus on April 02, 2011, 08:44:20 PM
So, some one figured out how to patch a marth module... i need that module once it's bug free... soon.... like nao...
Figured out how...? It's been known for a while, dude. It, as well as Jigglypuff, are the only ones that don't use articles, meaning they don't HAVE to be made generic, as far as I can tell. I think the reason that it's not working over Wolf has more to do with Wolf specifically than the module being bad (I could be wrong). I'll test it with a different character when I get home.
Please....
and if it works, please release it....
i'll love you. test it over Olimar, if it works over Olimar, i then will have a Sasuke...
an
I see a Marth vs Sephiroth vs Roy vs Sauske match coming soon :3
yeah please release it then we maybe have a Shadow over Marth over XXXXX(buggy now but i will fix it to work as good as shadowkong maybe better)
i will fix my Shadow over Marth after my Goku psa is 100% done
Quote from: br3compactor on April 02, 2011, 08:53:50 PM
:roy: :rage:
Of course Roy, that's what rob (hopefully) will be there for.
you think i'll leave my home boy out of this?
You've all too much faith in me. I have a limited understanding of what I'm messing with. I'll see what I can do.
who cares about roy we can finnaly get Shadow over anyone we want my Shadow over Marth with the .rel file for marth over XXXXX
Quote from: MarioDK on April 02, 2011, 09:00:05 PM
who cares about Shadow
Fix'd
Roy First, Mewtwo later, than, maybe, Shadow...
Well, having basic knowledge is all fine, lets hope your module works over someone bug free.
agreed with the above statement. i mean, Sonic is fun and all.. but honestly? too much hype for an abused character.
if you ask me, we can all do without so many shadow fan boys.
this also goes for all the clouds and sephiroth fanboi's too.
dont forget narutards :p
Meh. ESPECIALLY THAT!!
i mean i have Naruto, but only AND ONLY because it's better than the chronic masturbater that was Gaymanwatch.
http://www.mediafire.com/?3du960rwpr6l8
Stay vigilant Mah bois and gerlz. Sasuke/Roy will appear in the link soon.
Quote from: Omega Malkior on April 02, 2011, 10:10:43 PM
http://www.mediafire.com/?3du960rwpr6l8
Stay vigilant Mah bois and gerlz. Sasuke/Roy will appear in the link soon.
What, did you manage to patch Marth's .REL correctly or something?
all i see that involves CHAR.rel's is the PF/(GENERIC)fitike.rel file...
it think this is phantomwing's folder.
That is where Phantom Wings uploads everything he has. If you see a ft_marth.rel in there, it's generic.
Quote from: Oshtoby on April 02, 2011, 10:30:21 PM
What, did you manage to patch Marth's .REL correctly or something?
Say what??
Quote from: Omega Malkior on April 02, 2011, 11:41:49 PM
That is where Phantom Wings uploads everything he has. If you see a ft_marth.rel in there, it's generic.
Yeah, in about a year or two
Stop counting on PW, he may never come back
While that is true, Dantarion has nothing but hype on his side, PW has public progress, not hype, or a supposed ft_marth.rel, or codes that dont even work.
Dantarion has more important things to do, like P:M stuff and CSE.
I'm not saying his work is void ([censored], he prob. has tons of more work than we/the public know of), but I'm saying you shouldnt ditch PW.
Two things to note though.
- PW has an extremely busy life AFAIK, so you might wait months before he even posts anything either here or
on Smashboards (but I do think he will post at least something).
- A few months ago, PW practically ditched Brawl hacking to focus himself on SMG(2) hacking (not sure if he still does this though).
PW will never abandon Brawl hacking. You cant just abandon something you have worked on nearly forever and not think about it sooner or later.
Quote from: ds22 on April 03, 2011, 12:05:49 AM
Two things to note though.
- PW has an extremely busy life AFAIK, so you might wait months before he even posts anything either here or
on Smashboards (but I do think he will post at least something).
- A few months ago, PW practically ditched Brawl hacking to focus himself on SMG(2) hacking (not sure if he still does this though).
Well, it's not like Dant. posts here, hell he rarely posts here at all. the only times he has have been to help out with a sound effect resource project, and to get mad about his work being shown here. While PW is rarely here, when he is he brings whats wanted.
Quote from: Omega Malkior on April 03, 2011, 12:30:37 AM
PW will never abandon Brawl hacking. You cant just abandon something you have worked on nearly forever and not think about it sooner or later.
True, and also not true.
He is known for being epic, and also known for disappearing for months. Real life is more important after all, we don't get paid for this.
I'm still having my hopes up about a very much needed rel porter for Marth and Link.
Quote from: ItalianStallion on April 03, 2011, 01:07:20 AM
True, and also not true.
He is known for being epic, and also known for disappearing for months. Real life is more important after all, we don't get paid for this.
I'm still having my hopes up about a very much needed rel porter for Marth and Link.
(http://images2.memegenerator.net/ImageMacro/5110685/italians-make-as-much-sense-as-this-meme.jpg?imageSize=Medium&generatorName=Socially-Awesome-Penguin)
*Is meaning this in a good way* ;)
Before you take that the wrong way Italion, after staring it down long enough I figured out he's talking about the part where you said we all have lives. Apparently that doesnt make sense.
EDIT: Oops, he edited his post. So my post is useless. BUt I stared at that pic for like a minute without blinking before I got the joke, so Im gonna leave this up here.
What I meant with PW practically ditching Brawl hacking was this post here:
http://www.smashboards.com/showthread.php?p=10771792#post10771792
And the fact that Dantarion got mad that his CSE code was posted here was that it wasn't even finished and therefor he didn't want it to be posted here.
And the fact he can do practically anything on this site due to him hosting it
Just saying, it's more likely that when PW posts progress on the modules, it will be months from where we are right now.
*hopes to be proven wrong by PW*
"Just saying, it's more likely that when PW posts progress on the modules, it will be months from where we are right now"
Of course, like Stalion said he's kinda known for leaving for months XD
Meh, i'm very patient, i waited 5 months for a 2gb SD card so i can hack mah wii and brawl. and i waited 3 weeks after i heard of the first vertex hack. heck i'm still waiting to pop somethin. it's been about 17 years and still countin.
so why not pick up some of my patience; and flippin move on.
If you referred to me in your last sentence, I have all the patience in the world for PW to make any progress.
And for a lot of other stuff as well.
So don't think I don't have patience.
Wasn't directed at you. directed at avery other inpatient little hyper bug.
no offence to any1, just sayin take a chill pill. and don't worry be happy.
Quote from: ds22 on April 03, 2011, 01:42:18 AM
What I meant with PW practically ditching Brawl hacking was this post here:
http://www.smashboards.com/showthread.php?p=10771792#post10771792
And the fact that Dantarion got mad that his CSE code was posted here was that it wasn't even finished and therefor he didn't want it to be posted here.
And the fact he can do practically anything on this site due to him hosting it
Just saying, it's more likely that when PW posts progress on the modules, it will be months from where we are right now.
*hopes to be proven wrong by PW*
He said that on 07-08-10 and he posted Ike's rel not too long ago in 2011, so he gave up on his idea of quitting permanently I assume. XD
Whats CSE exactly?
EDIT: http://forums.kc-mm.com/index.php?topic=22436.0 (http://forums.kc-mm.com/index.php?topic=22436.0)
If someone can contribute to this... the brawl hacking community will praise you for a while.
Quote from: Omega Malkior on April 03, 2011, 04:24:44 PM
What's CSE exactly?
EDIT: http://forums.kc-mm.com/index.php?topic=22436.0 (http://forums.kc-mm.com/index.php?topic=22436.0)
If someone can contribute to this... the brawl hacking community will praise you for a while.
CSE allows you to have new songs and sfx without replacing any.
http://www.smashboards.com/showthread.php?t=300069
K, thanks.
does anybody have pal character rel files becaus the link is broken of the pal data portition
Quote from: ike123 on April 03, 2011, 04:39:01 PM
does anybody have pal character rel files becaus the link is broken of the pal data portition
this is not made yet it only for US
Quote from: MarioDK on April 03, 2011, 04:55:26 PM
this is not made yet it only for US
He's asking for the ORIGINAL .rel files.
...
Don't you think your link as a signature is not enough? Honestly, if you seek help I think you should use other means, and I don't take into consideration the fact that it is a port, so has nothing to do with the "clone engine system"...
K >.>
PROBLEM: Marth can't go over just anyone.
FACT: Marth can go over Ike with no problems.
FACT: Ike can go over almost anyone using the generic .REL file.
SOLUTION: Port Marth over Ike, port Ike over [censored]ty character using the generic .REL file.
I have a working Marth-soon-to-be-Roy over top of Ike right now. No glitches so far. Will post more soon.
Get hyped.
Edit: When I loaded up the newest Roy moveset ( http://www.smashboards.com/showthread.php?t=298053 ) and faced him against any character other than Marth, there are NO PROBLEMS! WHOOOOO! But, when I load him up and play against Marth, I can play normally, but... there is a sword glow coming out of his mouth. This did not happen when he was just normal Marth (before I changed him to Roy). Is there a reason? Does the moveset's .PAC do this for the old Roy, where it changed one of his sword glows to Issac's hair, and then attached it to his head? I am doing more testing, will keep you guys updated.
Edit 2: Shrank that sword glow down to 0.01 the original size. You can no longer see it. Glitches solved. We have a working Marth over another character 100% port. Let me get all the info together, and then I'll release it.
Edit 3: TO PUT ROY OVER IKE DO THE FOLLOWING:
1) Put these codes into your codeset:
File Patch Code v3.5.1 (NTSC-U) [Phantom Wings]
* E0000000 80008000
* 225664EC 00000000
* 0401BFE0 4858BE20
* 065A7E00 00000070
* 38A00067 38810020
* 3CE0805A 60E37C18
* 4BE52531 38A0007F
* 3883FFE8 38610020
* 4BE52521 38A00068
* 60E47C18 38610020
* 9421FF80 BC410008
* 38610088 4BA74DB9
* 7C7C1B78 2C030000
* 4082000C 38210080
* 4800001C B8410008
* 38210080 4BE524E5
* 38610008 4BA742E1
* 7C7C1B78 4BA741E8
* 040223E0 48585BC0
* 065A7FA0 00000028
* 80010044 3C608001
* 6063581C 7C001800
* 4082000C 7FDDC850
* 3BDEFFE0 93DB0008
* 4BA7A424 00000000
* 0401CD0C 4858B1F4
* 065A7F00 00000038
* 2C030000 4182000C
* 4BA7DD51 4BA74E04
* 80780008 2C030000
* 41820014 8118000C
* 7C634214 7C7B1850
* 48000008 8078000C
* 4BA74DE0 00000000
* 043EE9D8 48000014
* 043EEBD4 48000014
* 043D8B9C 48000018
* 043E9B4C 38600000
* 043E9D38 38600000
* 043D8C80 60000000
* 80000000 80406920
* 80000001 805A7C00
* 8A001001 00000000
* 045A7C10 2F525342
* 045A7C14 452F7066
* 80000001 805A7B00
* 8A001001 00000000
* 065A7B10 0000000F
* 2F525342 452F7066
* 2F736F75 6E642F00
* 041C6CE0 483E0D20
* 065A7A00 00000028
* 9421FF80 BC410008
* 3C60805A 60637B1F
* 4BE52931 B8410008
* 38210080 4BE52995
* 4BC1F2C4 00000000
* 065A7900 00000078
* 9421FF80 7C0802A6
* 9001000C BC810010
* 9421FF00 7C872378
* 54B2BA7E 7CD33378
* 38800000 9081000C
* 90810010 90610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 7CE43B78
* 38A00080 4BE529F5
* 38610008 4BA752A1
* 60000000 80210000
* B8810010 8001000C
* 7C0803A6 80210000
* 4E800020 00000000
* 043E399C 481C3F04
* 065A78A0 00000010
* 80BC0020 7CA59214
* 3A400000 4BE3C0F4
* 043DBAEC 481CBDE4
* 065A78D0 00000018
* 800302A4 2C130000
* 41820008 7E609B78
* 3A600000 4BE3420C
* 041CDF7C 483D9884
* 065A7800 00000098
* 818C0014 9421FF80
* BC410008 3D009034
* 61089D94 7C034000
* 4082003C 7C882378
* 3C60804D 60630000
* 3C80805A 60847B00
* 7CC53378 38C04200
* 80E40080 2C070000
* 40820014 60000000
* 480000B9 2C030000
* 41820010 B8410008
* 80210000 4BC26724
* 70A501FF 3868FFFF
* 3C80804C 6084FFFF
* 7C842A14 38A04001
* 38A5FFFF 8C040001
* 9C030001 2C050000
* 4082FFF0 B8410008
* 80210000 4BC2670C
* 141CCF90 483DA770
* 065A7700 00000048
* 9421FF80 BC410008
* 7FE3FB78 3C80805A
* 60847B00 38A00000
* 38C04000 480001E5
* 90640080 807F0008
* 907A0014 907A005C
* 907A0074 B8410008
* 80210000 807F0000
* 4BC25854 00000000
* E0000000 80008000
Ike has Marth's IC
* C2858928 00000003
* 2C040022 40820008
* 38800011 1C040038
* 60000000 00000000
Ike uses Marth's Sound Bank
* 4A000000 80AD89E0
* 14000088 00000013
* E0000000 80008000
2) Download http://www.mediafire.com/?14r62ch1ah13t6e (http://www.mediafire.com/?14r62ch1ah13t6e)
3) Extract that .RAR file into your "[SD CARD DRIVE LETTER HERE]:\private\wii\APP\RSBE\pf\" folder
4) Enjoy our boy over Ike!
Bonus) For extra fun, follow the instructions that Phantom Wing posted to port Ike (a good character) over top of someone else!
Credit: The Model for Roy is made by BeyondYou. The Recolors are made by TehSqueeMistro. The Moveset is made by Thany as well as others. Most of the documentation I followed in order to patch this module was by Dantarion. All other stuff? Me. I'm awesome. =P
Now, if only Thany would make it so that Roy used external .BRSTM sound effects using the CSE v2.1...
TO PORT A DIFFERENT MARTH PSA OVER TOP OF ROY RENAME ALL THE FILES TO FitIkeWhatever.PAC/PCS.
EDIT 4:
(http://img.photobucket.com/albums/v222/Oshtoby/al_110404_0459binout.jpg)
Notice the two different standing animations. =D
I've a proposition :
Marth normal (Not port) With two SFX. Roy and Marth (put the Roy voice on a unused voice Marth).
Roy in Olimar. He will loading the SFX of Marth with code.
With PSA you can change the voice of Marth.
LulzRoy.
Will definitely use now.
EDIT: Err, is the .rel you provided your own customized .rel or something? Following PW's guide doesn't help since your .rel doesn't even have anything at 0x01C248
After seeing the module through a hex editor, I have to say, I'm impressed.
Yeah. I'm surprised you remembered where the character IDs were in that .rel, cause I didn't at the time.
Now the next step should be to investigate how PW got Ike's External GFX working better(Cloud's sword glow and other external GFX work fine regardless of Ike's existence in the match).
It's Marth's .rel ported to work over Ike.
Basically, since it's not PW's generic .rel, it doesn't go along with the guide PW posted.
Ahh. Figured as much.
Will I have to search on my own then?
i got a idea instead post the .rel files in threads/posts why not just upload it to Vault :D (with codes in .txt files if needed the codes)
so ppl dont have to look for ages to find these .rel files + codes for them
I want this to work over Jigglypuff.
Quote from: SmashClash on April 04, 2011, 05:35:58 PM
I want this to work over Jigglypuff.
Port this over Ike, and then port Ike over Jigglypuff.
That's the whole point of this thing.
Quote from: Oshtoby on April 04, 2011, 07:24:16 PM
Port this over Ike, and then port Ike over Jigglypuff.
That's the whole point of this thing.
Or you could just skip the whole port over Ike part.
so u managed to clone marth using ike's rel?
anyway, so u managed to properly cone marth??????
if so, sephiroth, prepare to return to brawl... :grin:
@ds22, post here a link to marfjigs because most of these people don't have it.
They're doing what's possible to them.
I myself didn't download when Dant shared... otherwise I'd have posted it already.
I don't care about the porting thing. For me, I'll be only happy when I get extra slots.
There's no such thing as a character I'd replace.
But I'd love either extra slots or more costumes.
Quote from: ds22 on April 04, 2011, 07:27:17 PM
Or you could just skip the whole port over Ike part.
Well, I don't know if that'd work, purely because I'm too lazy to try it out. Marth is very picky about who he goes over. If someone ELSE wants to try patching the Marth .REL, here's how to do it.
At the Address 0x3, put the .REL Id of the character you're going over
At the Address 0x14E8B, put the .REL Id of the character you're going over
At the Address 0x16F, put the character Id of the character you're going over
At the Address 0x237, put the character Id of the character you're going over
At the Address 0x18AF, put the character Id of the character you're going over
At the Address 0xA507, put the character Id of the character you're going over
At the Address 0xA56F, put the character Id of the character you're going over
At the Address 0xA5CB, put the character Id of the character you're going over
Go for it. Make sure to post your results here.
Quote from: jokekid on April 04, 2011, 07:40:33 PM
so u managed to clone marth using ike's rel?
anyway, so u managed to properly cone marth??????
if so, sephiroth, prepare to return to brawl... :grin:
No, that's not what I did at all. Reread my post. I ported Marth over top of Ike. That's all.
Actually, with Marth and it is way easier.
You only need these to get it working:
At the Address 0x16E, put the character Id of the character you're going over
At the Address 0x237, put the character Id of the character you're going over
At the Address 0x18AF, put the character Id of the character you're going over
At the Address 0xA507, put the character Id of the character you're going over
At the Address 0xA56F, put the character Id of the character you're going over
At the Address 0xA5CB, put the character Id of the character you're going over
ID are located here:
http://opensa.dantarion.com/wiki/Patching_Character_Modules
Quote from: ds22 on April 04, 2011, 07:46:56 PM
Actually, with Marth and Jiggz it is way easier.
You only need these to get it working:
At the Address 0x16E, put the character Id of the character you're going over
At the Address 0x237, put the character Id of the character you're going over
At the Address 0x18AF, put the character Id of the character you're going over
At the Address 0xA507, put the character Id of the character you're going over
At the Address 0xA56F, put the character Id of the character you're going over
At the Address 0xA5CB, put the character Id of the character you're going over
ID are located here:
http://opensa.dantarion.com/wiki/Patching_Character_Modules
Meh, I thought so, but I did the .REL ID just for good measure. Good to have a person with more knowledge than me on the topic confirm that.
The .rel ID isn't needed since Marth's module doesn't contain any article data, and therefor doesn't need to be rebuilt to be patchable.
Jiggz goes the same way, but those 2 are the only ones.
Quote from: ssbbtailsfan on April 04, 2011, 07:51:02 PM
I've gotten Marth Sephiroth to work on Yoshi!!!
I have video, will be up and more info in this post soon!
Module port or PSA port?
Could someone put up Marth's rel, then? *Is wanting to replace Jigglypuff with Marth*
Quote from: Wolfric on April 04, 2011, 07:54:58 PM
Could someone put up Marth's rel, then?
Marth's .rel directly ripped from the disk.
I knew Oshtoby was a great-coder in the making, but i wouldve NEVER expected this. Congrats, and many thanks, man!
But...
Quote from: ds22 on April 04, 2011, 07:46:56 PM
Actually, with Marth and it is way easier.
You only need these to get it working:
At the Address 0x16E, put the character Id of the character you're going over
At the Address 0x237, put the character Id of the character you're going over
At the Address 0x18AF, put the character Id of the character you're going over
At the Address 0xA507, put the character Id of the character you're going over
At the Address 0xA56F, put the character Id of the character you're going over
At the Address 0xA5CB, put the character Id of the character you're going over
ID are located here:
http://opensa.dantarion.com/wiki/Patching_Character_Modules
In HxD? I is confused here, can someone take a picture of there screen highlighting one of these offsets?
So by following these instructions. i can have a fully patchable marth?
i wonder if this will work over Olimar...
well, i don't have the time to figure out all of this. can someone port marth over Olimar for me?
Quote from: SSJCerious on April 04, 2011, 08:47:21 PM
I knew Oshtoby was a great-coder in the making, but i wouldve NEVER expected this. Congrats, and many thanks, man!
But...
In HxD? I is confused here, can someone take a picture of there screen highlighting one of these offsets?
I'm not trying to be modest here, but all I did was follow some notes that Dantarion had on his Wiki. The .REL that I made is just a normal Marth .REL with the character IDs swapped. The only difference between me and the average user is that I understand what most of Dantarion's notes mean. It's not all just gobble-de-gook. Thank you for the appreciation, though.
I plan on getting a USBGecko, soon. We'll see what I can come up with then.
You know... Someone should really package up a Jigglypuff replacement pack... I would appreciate it greatly, since I want to use Roy, and Sephiroth... But already replaced Olimar with Cloud...
Eh, sorry for being dumb though...
Work on a pack of Roy over Ike. With CSP, CSS, Recolors fix and all.
@Oshtoby
But that "slight" advantage is what has me here playing Roy vs Marth vs Ike, and leaves me very gracious indeed ^_^
Still need help though >_>
Damn got Marth over Diddy but it freezes if I end the match :( anyone know how to fix this?
Can someone edit ft_marth.rel to be compatible with snake?
Quote from: Omega Malkior on April 05, 2011, 09:46:04 PM
Can someone edit ft_marth.rel to be compatible with Jigglypuff?
Or will it need to be one of PW's generic .rels?
marth's original rel is generic ^^
Quote from: SmashClash on April 05, 2011, 09:49:17 PM
Or will it need to be one of [color-red]PW[/color]'s generic .rels?
Quote from: jokekid on April 05, 2011, 09:49:59 PM
marth's original rel is generic ^^
Then I must be doing it wrong. Trying to put Marth over Diddy or Game & Watch freezes after the match ends.
Quote from: SmashClash on April 05, 2011, 09:54:03 PM
im telling u that u download the ORIGINAL rel, cuz marth doesnt have articles, so the only thing to change are the IDs, just like PW's generic ike rel...
Quote from: JetAurion on April 05, 2011, 09:55:33 PM
Then I must be doing it wrong. Trying to put Marth over Diddy or Game & Watch freezes after the match ends.
did u swap the IDs correctly?
Roy over Ike (Clone Engine) is released :
(http://i53.tinypic.com/2d9uule.jpg)
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17981 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17981)
Could anybody explain me how to make the Soundbank work?
I mean, I'd like to have Yoshi with Marth's Sound Bank, how would I make the XX* 0x04 thing?
Quote from: jokekid on April 05, 2011, 09:57:22 PM
im telling u that u download the ORIGINAL rel, cuz marth doesnt have articles, so the only thing to change are the IDs, just like PW's generic ike rel...
So I can have a glitch free Marth over Jiggly?
Marth is picky about who he goes over. I do not think this is fixable for now. Only two confirmed ones that he can go over is Ike and Yoshi. If someone would like to just go through all the characters, and just test Marth's .REL over top of them all, it'd be appreciated.
When I get home tonight, I am going to sit there with Ike's real .REL in one hex editor window, and Ike's generic .REL in the other, and just makes notes of comparing the two. I want to know what the heck he did in order to make Ike work.
I'M AIMING FOR YOU, NEXT, MEWTWO.
Or, if you're reading this, PhantomWings, you could PM me, and let me be your apprentice =D
Quote from: Oshtoby on April 05, 2011, 10:35:16 PM
Marth is picky about who he goes over. I do not think this is fixable for now. Only two confirmed ones that he can go over is Ike and Yoshi. If someone would like to just go through all the characters, and just test Marth's .REL over top of them all, it'd be appreciated.
When I get home tonight, I am going to sit there with Ike's real .REL in one hex editor window, and Ike's generic .REL in the other, and just makes notes of comparing the two. I want to know what the heck he did in order to make Ike work.
I'M LOOKING AT YOU, MEWTWO.
Or, if you're reading this, PhantomWings, you could PM me, and let me be your apprentice =D
Well, you know how KTH uploaded Roy over ft_Ike.rel? Well, can you edit that ft_Ike.rel for that ft_ike.rel to go over Jigglypuff? Thank you if you do.
Good luck with your things/notes on this. ;)
Quote from: SmashClash on April 05, 2011, 10:38:54 PM
Well, you know how KTH uploaded Roy over ft_Ike.rel? Well, can you edit that ft_Ike.rel for that ft_ike.rel to go over Jigglypuff? Thank you if you do.
Good luck with your things/notes on this. ;)
You do it. I've given out the instructions, with the exact hex addresses and what you have to change several times in here. Give a man a fish, he eats for a day. Teach a man to fish, and it might inspire him to be the next PhantomWings.
Sorry but you are not allowed to view spoiler contents.
I don't see the instructions for it in this post. I think it's in another post. I'll look for it.
EDIT:
Quote from: Oshtoby on April 04, 2011, 09:24:07 PM
I plan on getting a USBGecko, soon. We'll see what I can come up with then.
Hm...I have a USB Gecko.(I bought it in 2008) I wonder what I can do with it.
Quote from: Oshtoby on April 04, 2011, 07:41:46 PM
If someone ELSE wants to try patching the Marth .REL, here's how to do it.
At the Address 0x16F, put the character Id of the character you're going over
At the Address 0x237, put the character Id of the character you're going over
At the Address 0x18AF, put the character Id of the character you're going over
At the Address 0xA507, put the character Id of the character you're going over
At the Address 0xA56F, put the character Id of the character you're going over
At the Address 0xA5CB, put the character Id of the character you're going over
Go for it. Make sure to post your results here.
IDs are located here:
http://opensa.dantarion.com/wiki/Patching_Character_Modules
Since you're looking for Jigglypuff, that would be under Purin on that page, and the ID would be 25
Quote from: Oshtoby on April 05, 2011, 11:01:13 PM
IDs are located here:
http://opensa.dantarion.com/wiki/Patching_Character_Modules
Since you're looking for Jigglypuff, that would be under Purin on that page, and the ID would be 25
Alright, thanks! ;D
I dont get it, can someone take a screenshot of x16E highlighted in HxD?
Quote from: SSJCerious on April 05, 2011, 11:24:39 PM
I dont get it, can someone take a screenshot of x16E highlighted in HxD?
Change the 11 found at offset 16E (and all the other offsets) to the number of the ID of the character you want Marth over.
Ok, where on the picture in 16E?
http://img824.imageshack.us/i/93450285.jpg/
Quote from: SSJCerious on April 05, 2011, 11:39:26 PM
Ok, where on the picture in 16E?
http://img824.imageshack.us/i/93450285.jpg/
Looks to me like you're using Oshtobys pre-edited .rel instead of a clean Marth .rel.
(http://i.imgur.com/xQK9Y.png)
Thank you! Kinda odd how your the only one who helps me out on these kinda things >_>
I was about to, when I realized I gave you the wrong first address! Sorry, I feel like an ass now. It's not 0x16E, it's 0x16F. Sorry. I'll show you exactly what to do to find addresses in a moment, using a picture.
EDIT:
(http://img.photobucket.com/albums/v222/Oshtoby/checkcheckityeah.png)
You want to find 0x16F? You go to the 00000160 row, and look in the 0F column, to get 16F.
All hex is is a numbering system that goes from 0-15 instead of 0-9, with 10-15 being represented by A-F. This was developed in computers as a shorter way to write bytes, which are written by ON/OFFs, also known as binary. Binary is ALSO a numbering system, ranging from 0-1. 01 binary equals 1. 10 binary equals 2. 11 binary equals 3. 100 equals 4. 101 equals 5. 110 equals 6. 111 equals 7. 1000 comes next, and it equals 8. That goes all the way up to 255, as far as a computer is concerned, because a byte is eight slots. 11111111 binary is 255 in decimal (which is the 0-9 numbering system). Now, take this into account: FF in hex is ALSO 255 in decimal. FF is much easier to write than 11111111 is it not?
Hex is basically computer talk (binary) short-hand. What you're looking for is a specific byte (the character ID) in a sea of bytes. Each byte in that file, which composes that file, has an address. Most hex editors are formatted to be able to find bytes at a given address easier. Not all, but most.
And I hope that's helped someone out there. guarantee it hasn't. These are the rantings of a mad man.
OsoheCastle boy, you should port it over a character that's unwanted, not Ike.
Jigglypuff, ROB, Mr. Game & Watch.
Quote from: ItalianStallion on April 05, 2011, 11:51:31 PM
OsoheCastle boy, you should port it over a character that's unwanted, not Ike.
Jigglypuff, ROB, Mr. Game & Watch.
I put it over Ike, with the intent of putting IKE over someone else. Ike is easy to port of anyone else. Marth is not.
Quote from: BeyondBoobies on April 05, 2011, 11:44:11 PM
Looks to me like you're using Oshtobys pre-edited .rel instead of a clean Marth .rel.
(http://i.imgur.com/xQK9Y.png)
Yeah, isn't that 16F?
He wanted 16E. (00)
Quote from: SmashClash on April 06, 2011, 12:12:47 AM
Yeah, isn't that 16F?
He wanted 16E. (00)
No no no, I messed up. It's 16F. 16F is correct. Sorry.
Quote from: Oshtoby on April 06, 2011, 12:13:36 AM
No no no, I messed up. It's 16F. 16F is correct. Sorry.
Oh ok.
I have to say, this is quite a accomplishment. I can see how similar the offsets are to Dantarion's notes, though I must ask, how did you know to go to 16F when the notes say 16C?
Quote from: SSJCerious on April 06, 2011, 12:28:45 AM
I have to say, this is quite a accomplishment. I can see how similar the offsets are to Dantarion's notes, though I must ask, how did you know to go to 16F when the notes say 16C?
(I just patched it all)
Well I noticed that each offset value was "22" so I just had to make it "25" to go over Jigglypuff.
Quote from: SSJCerious on April 06, 2011, 12:28:45 AM
I have to say, this is quite a accomplishment. I can see how similar the offsets are to Dantarion's notes, though I must ask, how did you know to go to 16F when the notes say 16C?
Patterns with the other .REL's, and their values that are also in Dantarion's notes.
So I followed your directions, Oshtoby.
Here's what should be the Marth(Roy) over Ike which is modified to be like PW's ft_ike.rel(which is saying this .rel can go over anyone) changed to be over Jigglypuff
ft_purin.rel: http://www.mediafire.com/?71axwbbi86s376o
Quote from: SmashClash on April 06, 2011, 01:02:57 AM
So I followed your directions, Oshtoby.
Here's what should be the Marth(Roy) over Ike which is modified to be like PW's ft_ike.rel(which is saying this .rel can go over anyone) changed to be over Jigglypuff
ft_purin.rel: http://www.mediafire.com/?71axwbbi86s376o
And have you tested it?
Wait, wouldn't I have to have the codes:
"Jigglypuff has Ike's IC Constant"s instead of "Ike has Marth IC Constants"?
Same for "Ike uses Marth's Sound Bank"
Quote from: SmashClash on April 06, 2011, 01:17:44 AM
Wait, wouldn't I have to have the codes:
"Jigglypuff has Ike's IC Constant"s instead of "Ike has Marth IC Constants"?
Same for "Ike uses Marth's Sound Bank"
You're replacing Jiggs? The soundbank won't matter, he just won't make sound. To test it WITHOUT the codes, don't jump and don't punch. Just end the match immediately (by pressing start and exiting the match) and see if the game doesn't freeze. If it doesn't freeze, congrats, it SHOULD work perfectly with the codes.
Quote from: Oshtoby on April 06, 2011, 01:24:53 AM
You're replacing Jiggs? The soundbank won't matter, he just won't make sound. To test it WITHOUT the codes, don't jump and don't punch. Just end the match immediately (by pressing start and exiting the match) and see if the game doesn't freeze. If it doesn't freeze, congrats, it SHOULD work perfectly with the codes.
So just walk around and if it works it works?Oh nvm, I just re-re-read it.
Ok, I just tested it in-game. It freezes when I exit the match. :(
When it said "3, 2, 1 Go!" I immediately did the "No Contest" button exit thing. Then it froze. I can see Roy in the match though.
Quote from: SmashClash on April 06, 2011, 01:36:20 AM
Ok, I just tested it in-game. It freezes when I exit the match. :(
When it said "3, 2, 1 Go!" I immediately did the "No Contest" button exit thing. Then it froze. I can see Roy in the match though.
Jigglypuff confirmed for not working, then.
Quote from: Oshtoby on April 06, 2011, 01:43:21 AM
Jigglypuff confirmed for not working, then.
Yup. :\
:oshi:
Stupid Jigglypuff!
There's always some issue with her, like the imported hats.
I do remember someone saying something about them having to have the same number of slots, including the original.
For example, Ike and Olimar both have 6, same with Mr. Game & Watch and ROB, and Ice Climbers.
Jigglypuff only has 5 slots.
To everyone complaining that Marth can't go over whatever character:
Okay, I'm going to type this out as thorough as I can. This goes for almost ANY character.
Take my Marth-over-Ike pack
Use it.
Now leave my pack alone, the rest of these instructions have nothing to do with my pack.
Take Ike's generic .REL, which can be attained in the OP of this thread.
Make the hex changes in it to put it over a [censored]y character (in this case, Jigglypuff)
Put that .REL in your "modules" folder, replacing the sucky character with Ike.
Take all of Ike's Files off of the disc.
Rename them from FitIke.PAC and the like to Fit[INSERT CHARACTER YOU'RE REPLACING HERE].PAC (FitPurin.PAC in this case)
Put them in that respective character's folder on your SD card
Now, select Marth to play as Marth.
Select Ike to play as Roy.
Select the [censored]ty character (like Jigglypuff in this case) to play as Ike.
Now, the [censored]ty character (Jigglypuff in this case) is out, and NOT able to be played as.
Ike is STILL able to be played as
Roy is able to be played as
Marth is able to be played as
Simple little bandage on the situation.
Quote from: Oshtoby on April 06, 2011, 02:37:41 AM
To everyone complaining that Marth can't go over whatever character:
Okay, I'm going to type this out as thorough as I can. This goes for almost ANY character.
Take my Marth-over-Ike pack
Use it.
Now leave my pack alone, the rest of these instructions have nothing to do with my pack.
Take Ike's generic .REL, which can be attained in the OP of this thread.
Make the hex changes in it to put it over a [censored]y character (in this case, Jigglypuff)
Put that .REL in your "modules" folder, replacing the sucky character with Ike.
Take all of Ike's Files off of the disc.
Rename them from FitIke.PAC and the like to Fit[INSERT CHARACTER YOU'RE REPLACING HERE].PAC (FitPurin.PAC in this case)
Put them in that respective character's folder on your SD card
Now, select Marth to play as Marth.
Select Ike to play as Roy.
Select the [censored]ty character (like Jigglypuff in this case) to play as Ike.
Now, the [censored]ty character (Jigglypuff in this case) is out, and NOT able to be played as.
Ike is STILL able to be played as
Roy is able to be played as
Marth is able to be played as
Simple little bandage on the situation.
Problem is, most people don't feel like totally changing every Ike portrait/name for Marth's one to then go and change another character's names for Ike's, it'd be simplier to just replace Marth directly. XDD
Confirmation: Marth will not work over Fox. And Im getting so mad with this! Put Roy over Yoshi (With the code) and it freezes when I crouch!
Quote from: Wolfric on April 06, 2011, 02:42:01 AM
Problem is, most people don't feel like totally changing every Ike portrait/name for Marth's one to then go and change another character's names for Ike's, it'd be simplier to just replace Marth directly. XDD
Exactly. But I guess I'll have to do that.
Quote from: Wolfric on April 05, 2011, 10:28:51 PM
Could anybody explain me how to make the Soundbank work?
I mean, I'd like to have Yoshi with Marth's Sound Bank, how would I make the XX* 0x04 thing?
Well, most people have Ike and Cloud/Gayruto over either Olimar and Mr. game & Watch.
Then Marth/Roy over well Marth/Roy and Sephiroth over Jigglypuff, Mr. GW, IC, and ROB.
The point is to replace [censored]ty characters with epic characters.
I don't see the point of replacing someone epic with someone epic, makes no sense to me.
Quote from: ItalianStallion on April 06, 2011, 03:34:46 AM
Well, most people have Ike and Cloud/Gayruto over either Olimar and Mr. game & Watch.
Then Marth/Roy over well Marth/Roy and Sephiroth over Jigglypuff, Mr. GW, IC, and ROB.
The point is to replace [censored]ty characters with epic characters.
I don't see the point of replacing someone epic with someone epic, makes no sense to me.
Oshtoby wants everyone to replace Marth with Ike, and port Ike to anyone else since Ike's .Rel can be ported over anybody, unlike Marth's. He's proposing that as a fix for replacing Jiggs with Ike and have Marth over Ike's original slot, in the end, it'd be the same, but it'd be tedious for me...
As Dantarion would say
I HATE THIS THREAD
And it's all your fault
Quote from: BetweenBoobies on April 06, 2011, 03:56:36 AM
As Dantarion would say
I HATE THIS THREAD
And it's all your fault
I'm sorry, BeyondBoobies. I feel this is my fault. I hate this thread, too.
You mistook me but yeah lol
Not YOUR fault though
Can you port Ike over two different characters?
I see what you're saying now:
Let's say regular Ike over Olimar.
Cloud over Mr. Game & Watch.
Roy over Marth
Sephiroth over Ike.
Tedious brainf*cking work is tedious.
Quote from: ItalianStallion on April 06, 2011, 04:24:19 AM
Can you port Ike over two different characters?
I see what you're saying now:
Let's say regular Ike over Olimar.
Cloud over Mr. Game & Watch.
Roy over Marth
Sephiroth over Ike.
Tedious brainf*cking work is tedious.
Yep, something like that. but you took off Marth doing that XD, instead, Roy over Yoshi (Since there's a .REL working to replace Yoshi) and Marth as Marth.
Quote from: Wolfric on April 06, 2011, 04:36:19 AM
Yep, something like that. but you took off Marth doing that XD, instead, Roy over Yoshi (Since there's a .REL working to replace Yoshi) and Marth as Marth.
Well I dislike Martha, so that was done on purpose.
Yoshi is a winner in my book.
Quote from: ItalianStallion on April 06, 2011, 05:25:35 AM
Well I dislike Martha, so that was done on purpose.
Yoshi is a winner in my book.
Well, that's another thing. XD
Roy over Pit works with the IC constant code.....I'll post the .rel later, too lazy to do it now XD
Quote from: BetweenBoobies on April 06, 2011, 03:56:36 AM
As Dantarion would say
I HATE THIS THREAD
And it's all your fault
??? He hate's it for having the users finally doing something on their own now?
Dantarion would hate this thread for many reasons (like the fact that most of you don't even know how to edit something in a hex editor and the fact PW didn't contact Dantarion about the module patching).
Heck, I could patch a Marth module over DK as easy as writing this message.
And I could do this ever since Dantarion first posted the Jiggz over Marth pack.
You know, Oshtoby. I had that idea, but thought that others may find the process much too tedious to do.
It's the only method I can think of that can successfully work though.
Quote from: ds22 on April 06, 2011, 12:12:39 PM
Dantarion would hate this thread for many reasons (like the fact that most of you don't even know how to edit something in a hex editor and the fact PW didn't contact Dantarion about the module patching).
Heck, I could patch a Marth module over DK as easy as writing this message.
And I could do this ever since Dantarion first posted the Jiggz over Marth pack.
Oh come on. I'm sure a lot of people know how to "patch" modules. Just change a few no. at the given address. It's not that hard.
I think some don't even try because their overwhelmed by the sheer amount of no. glaring at them.
http://opensa.dantarion.com/wiki/Patching_Character_Modules#MARTH
See those addresses?
Pretty much the same as the ones Oshtoby posted.
Wiki page was created on September 28th 2010 and last edited October 4th 2010.
Oshtoby posted his findings April 4th 2011.
It has been around 7 months before one of you even figured out how to patch Marth's module, yet it was available all that time already.
To be fair, during the time, we really had no need to; there weren't that many great Marth PSA's back then (at least, that's my reason).
Quote from: BetweenBoobies on April 06, 2011, 03:56:36 AM
As Dantarion would say
I HATE THIS THREAD
And it's all your fault
Quote from: Oshtoby on April 06, 2011, 04:00:28 AM
I'm sorry, Br3compactor. I feel this is my fault. I hate this thread, too.
Fixed.
can someone make a package in Vault for all these .rel XXXX over XXXX char. with codes if needed codes
I need the soundbank code for ROB and Yoshi, can someone provide it?
:srs: ly? Make the codes yourself for once...it's not like it's diffcult.
Nevermind >.>
It explains on the first page.
Go back a couple pages...I'd quote but I can't..
Oh Oshtoby... I found a glitch with Roy....
When you do AAA, Roy is locked on T-Pose :/
That's because Roy is only supposed to have 1 Jab.
Remember to change the IC-constants when you port people.
I treid using this:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17981
With this:
http://download683.mediafire.com/dsatkxa7xxgg/d66g6o1555992rv/ft_wolf.rel
and it froze.
Someone help PLEASE ;-:
Quote from: ds22 on April 06, 2011, 01:05:45 PM
http://opensa.dantarion.com/wiki/Patching_Character_Modules#MARTH
See those addresses?
Pretty much the same as the ones Oshtoby posted.
Wiki page was created on September 28th 2010 and last edited October 4th 2010.
Oshtoby posted his findings April 4th 2011.
It has been around 7 months before one of you even figured out how to patch Marth's module, yet it was available all that time already.
Well, in my defense, I knew you COULD do it, I just never did it since I hadn't been motivated. The only reason I made the Marth .REL over Ike when I did was because a perfect Melee-type Roy model came out, and I wanted to use it. This is why I said that I really didn't do anything. I just used Dantarion's notes (exactly the ones you posted).
If nothing else, this experience has left me feeling a little different about the Project M team. I do not think you're snoody anymore. I posted one simple thing, and it cause a whole slew of "I DIDN'T READ ANYTHING YOU WROTE, BUT I HAVE QUESTIONS ABOUT IT" comments. I fully understand you guys not posting every detail about your discoveries, and how to replicate them.
Quote from: Oshtoby on April 06, 2011, 10:10:01 PM
Well, in my defense, I knew you COULD do it, I just never did it since I hadn't been motivated. The only reason I made the Marth .REL over Ike when I did was because a perfect Melee-type Roy model came out, and I wanted to use it. This is why I said that I really didn't do anything. I just used Dantarion's notes (exactly the ones you posted).
If nothing else, this experience has left me feeling a little different about the Project M team. I do not think you're snoody anymore. I posted one simple thing, and it cause a whole slew of "I DIDN'T READ ANYTHING YOU WROTE, BUT I HAVE QUESTIONS ABOUT IT" comments. I fully understand you guys not posting every detail about your discoveries, and how to replicate them.
Thank you for your understanding.
Heeeeello? PLEASE someone tell me What Im doing wrong
Quote from: Omega Malkior on April 06, 2011, 10:48:15 PM
Heeeeello? PLEASE someone tell me What Im doing wrong
Just following the instructions I gave, the normal Marth .REL doesn't work over Wolf, Jigglypuff, Fox, Diddy Kong, nor Game & Watch. There are most likely more characters that won't work, but they've yet to be tested.
It DOES work on Marth (duh), Ike, Yoshi, Ness, Rob, and possibly more, but untested, characters.
Lol... I'm fed up with this thread...
I want Marth, Ike and Roy in Brawl, is there someone who can Roy port over ROB or Mr. Game and Watch?
And Can Ray have the sounds from ROB? - So I can edit it to Roy sounds.
Just download the Sephiroth over ROB pack and take the ft_robot.rel and remove all the FitRobot.PAC and such files out EXCEPT the ft_robot.rel. Then download the Roy PSA in the vault (any one you like) and rename all the files from FitMarth to FitRobot.
And make sure you put the code given in the description.
I did that with the Ness.rel.
it's not hard honestly, i was able to patch my own Ness module after looking at the prefmodified one and an untouched one.
u mean u cloned ness or that u cloned marth over ness?
I have Roy over Yoshi and Marth over Rob. New glitch discovered: If two Marth guys crouch at the same time it freezes
EDIT: Nope just freezes randomely while crouching occasionally
For anyone who has Sephiroth over R.O.B and wants him to have a Soundbank, since the one on the BV link doesn't include one, here:
R.O.B uses Marths Sound Bank
4A000000 80AD89E0
1400008C 00000013
E0000000 80008000
Figured it out myself after reading Phantom Wings and Kaze Koyote's posts.
Easy [censored] if you actually take the time to read it.
Thanks to Beyond for the help ;)
If rob have Marth´s Sound IDs have my Roy (Over Rob) the same Voice like Marth?
Roy should have his own voice like in Melee
Your answer lies in a clone engine topic, on the first page, seek for yourself, because it is not so complicated to find it, I won't say anything more...
A Sonic clone engine anytime soon? Like having shadow over marth?
Pff... It's annoying...
If you want a shadow over Marth, seek in brawlvault there is one. And about a clone engine for Sonic, IT WILL BE DONE WHEN IT'S DONE, these big letters are not because I'm furious but here for insistance. So stop asking clones of a certain character, they will do the one they want, and they will do it when they want and can, it is with questions like this that they must be fed up with this topic, and I fully understand them...
Quote from: Psycho Philia on April 08, 2011, 09:46:12 AM
Pff... It's annoying...
If you want a shadow over Marth, seek in brawlvault there is one. And about a clone engine for Sonic, IT WILL BE DONE WHEN IT'S DONE, these big letters are not because I'm furious but here for insistance. So stop asking clones of a certain character, they will do the one they want, and they will do it when they want and can, it is with questions like this that they must be fed up with this topic, and I fully understand them...
there is a shadow over Dk. with voices so not really needed a .rel for sonic (yet)
and shadow over marth will be fixed
and shadow over Ike also will be made in the future
Patience is a virtue.
>_> We should start packing it as a registration bonus to these forums, 'cause from what I'm seein', not a lot of people use it or know what it is...
WUZ ZIS "Patience" U SPEEKZ UV.
No but seriously, if people can't read the front page, or keep asking if it's done...
GTFO.
If my tolerance is wearing thin from seeing all of this crap, I have to feel really bad for Dantarion, who must go under stuff like this the most (unless he spends more time in the Backroom...).
Updated Marth compability:
Marth over Yoshi: Full Pass
Marth over Ness: Full pass
Marth over R.O.B.: Partial pass because I'm using DivineOverlord's PSA and some of the animations are messed up, although no freeze
Marth over Fox: Freezes at end of match
Marth over Wolf: Freezes at SSS screen
Marth over Peach: Freezes at end of match
Marth over Snake: Freezes at end of match
Marth over Jiggs: Freezes at end of match
Marth over Diddy: Freezes
Marth over Luigi: Freezes at end of match
Marth over ToonLink: Freezes at end of match
Marth over Mario: Untested
Marth over Kirby: Freezes at end of match
Marth over G&W: Freezes at end of match
Marth over Olimar: Untested
Marth over Squirtle: Freezes at SSS screen
Marth over Ice Climbers : Freezes at SSS screen
Marth over WArio: Untested, but most probable freeze
Correct me if I am wrong
Quote from: Omega Malkior on April 09, 2011, 03:10:29 AM
Marth over R.O.B.: Partial pass because I'm using DivineOverlord's PSA and some of the animations are messed up, although no freeze
Well I'm using TheCloudPSAIsGodly's Sephiroth's PSA which is much better IMO and no freezing at all for me. I tried fighting many people, no crouching freeze, nothing.
It works great like a charm, and highly reccomend it.
who clone engine? I never heard of it.
Quote from: diedhammer98 on April 10, 2011, 05:00:29 PM
who clone engine? I never heard of it.
It's a code an .rel for have a clone of a character on another, that it's for have exemple 2 Ike.
Example : Naruto and Cloud.
I just tried Roy over ness and only had 1 problem:
The AAA combo causes him to enter a T-Pose, but doesnt crash the game. When attacked while in the T-Pose, roy returns to normal game-play.
Quote from: KTH on April 10, 2011, 07:10:36 PM
It's a code an .rel for have a clone of a character on another, that it's for have exemple 2 Ike.
Example : Naruto and Cloud.
who is .rel? I never heard of it.
I'm just new in hacks.
But I can make items PSA as ice flower.
http://forums.kc-mm.com/index.php?topic=21790.0
Quote from: diedhammer98 on April 10, 2011, 05:00:29 PM
who clone engine? I never heard of it.
I demand this be a forum-wide meme
Quote from: TommoPuppy on April 10, 2011, 11:53:42 PM
I demand this be a forum-wide meme
I can help with that.
EDIT: Sigged!
Now I understand about clone engine and .rel. But about Mario's.rel and
Mario can cloned?
not yet(i hope soon i want a good DR. Mario and not buggy as mine Dr. Mario over Ike+normal mario at same time)
Quote from: The Danish Mario on April 11, 2011, 04:25:39 AM
not yet(i hope soon i want a good DR. Mario and not buggy as mine Dr. Mario over Ike+normal mario at same time)
Me too for good DR. Mario.
I wondered something, it can be idiot at first glance but still, I prefer asking it. In fact, it seems Marth can be ported now over an other character, but I wanted to know, if Marth can be ported on Zelda, and I'm specific it is for Zelda, but keep the transformation move that Zelda has? Because, I tried to port Marth on Sheik using brawlbox, and it worked, but not on Zelda... Thank you for your answer and sorry if it annoys you! :laugh:
Anyone want Module Editor?
Post the link diedhammer
It made by Phantom Wings. I have NO idea how use it.
http://www.mediafire.com/?4ni3pacdnj4peo0
Quote from: EternalYoshi on April 14, 2011, 06:59:11 PM
Yeah. He made a newer version a month ago.
http://www.mediafire.com/?bdfe1od2m1aj99o
Thankfully it can open sora_adv_stage.rel.......
i have no idea. i really wanna know how to use it...port sonic over r.o.b., and have sonic vs shadow
Module Editor is useful?
He, an interesting yet late idea, I have just discovered.
I in the Subspace Emissary (it never loads any .rel, therefore can't use Seph over Yoshi ect). But that's when I came across Mario (Had FFVII Cloud over him), and it worked flawlessly in Subspace WITHOUT ANY .REL. I didn't even put the codes and it still worked flawlessly :P
Too bad I didn't discover this earlier before PW had release his Generic .rel.
Yet Naruto over Pikmin works flawless in the SSE with a .rel.
SSE doesn't load .rel's. They always freeze when loading.
Although I'm going to try my Olimar port to see if it actually works in SSE.
I know Naruto over Olimar works in SSE.
Character modules are ALWAYS loaded when a character is selected (I.E. Lucario's module when Lucario is selected and Ike's module when Ike is selected), regardless of which mode is selected.
If a patched .rel doesn't load, it is badly patched.
I can also assure you that .rels work perfectly in SSE.
Narumar works perfectly.
Actually, so do Sephiroth and Roy, who, while not working in regular VS mode, work perfectly in SSE (I have them swapped over G&W and Diddy).
Then why do my ports all fail except Mario frezes!?
Maybe the file size limit.
What file size limit?
Don't remember, but Cloud over ROB, Gray Fox, Mega Man, Lyn, Shadow, Roy, and Zero work perfectly in SSE, especially when you port the attributes.
By ports I meant .rel ports, not the other kind.
Cloud over ROB is a .rel port, with an extra code.
The others are just proof that custom PSAs work.
.rel ports ain't working in SSE for me. Anyone got any suggestions in how to fix this?
Maybe check your codeset??
any 1 have want to try to port captain falcon?
i want viewtiful joe. but i don't jiggly puff or some other character equivelant.
also, .REL is always loaded for everysingle character. i cannot see how it is not loaded in SSE. for the .REL is the character truly in itself, or how he or she is loaded.
EternalYoshi, have you tried making rel ports for Metaknight and Link lately?
Yes I have, and I need to patch the articles somehow.
Is there any .rel for mario and/or sonic? i think i heard there was, but im not sure.
Not yet.
ah. i also heare marth adn jiggly got magical rels also/ is that false also?
Marth and Jiggz don't have any article data.
Therefor they are already patchable for use.
I wonder, though, why is Ike portable to everyone but Marth isn't?
Is Ike really able to be ported on all characters... I wonder honestly... I wonder if he can be ported on characters like Sheik, Zelda, or Samus who are "transforming" characters at different degree, as Ike and these characters don't have the same type of module at all...
Quote from: Wolfric on April 23, 2011, 02:55:00 PM
I wonder, though, why is Ike portable to everyone but Marth isn't?
Becuase Ike's generic rel has been patched specially so It can do that, Marth's hasnt.
Quote from: Psycho Philia on April 23, 2011, 02:58:53 PM
Is Ike really able to be ported on all characters... I wonder honestly... I wonder if he can be ported on characters like Sheik, Zelda, or Samus who are "transforming" characters at different degree, as Ike and these characters don't have the same type of module at all...
*facepalm*
Its been said multiple times he CANT be ported to transforming characters.
is there any rel file working for Pal users? probably not but i dont lose anything by asking
SSJCerious: Sorry but I didn't knew it for sure, but I was right when I said that even Ike couldn't be ported over all characters in fact.
Anyway, pedro702: No, there is no rel file for Pal user unfortunately... To make use of this, you're forced to have the Us version, sorry for you...
Quote from: ds22 on April 23, 2011, 02:50:10 PM
Marth and Jiggz don't have any article data.
Therefor they are already patchable for use.
what? they can already be ported?
Quote from: ds22 on April 23, 2011, 02:50:10 PM
Marth and Jiggz don't have any article data.
Therefor they are already patchable for use.
EDIT: Okay, nevermind. After actually looking at the thread a little bit i saw Oshtoby's psot and decided I'll just take the time to put all of Ike's files over Jiggs. I just hope I don't exceed the file size limit for the common5.pac.
You need to change her IC-constants to match Marth.
I...Have a few questions about this, I hope I'm getting the hang of it, but...
1. For making a .rel file to port Ike, it says that one of the things I need to edit is at [0x01C248], but the digit that corresponds to Ike was found at [0x01C24B]. Do I just need to edit what's on that line in Hex editor? (The instructions from the download for the generic module didn't quite match up for that one part)
I just want to be certain about this, I'm bad with computers and I worry that one wrong digit will be catastrophic.
2. In regards to porting an Ike over the Ice Climbers...Well, seeing as we have Popo and Nana, how difficult would that be? Any extra steps need to be taken?
3. I didn't see it on the OP, but is which digits need to be edited to give the Ike-port 3 jabs?(The character digits. I've only seen the code for Ike over Olimar and G&W, with no idea what to change the digits to for ports on anyone else...)
4. Erm...Rob over Ike...I've only seen these two codes for porting him;
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000
Rob has Ike's ...Something:
4A000000 80B27AC0
14000000 80914B5C
E0000000 80008000
Is...That all that's needed? What about a 3-jab code for him?
EDIT
You can respond via PM if need be
1. 1 wrong Digit WILL be catastrophic. Edit the digit that corresponds to Ike in that situation.
0x12C4B IS where the character ID is so go ahead.
2. Ice Climbers are unique and I seriously doubt that porting him on them will load.
4. Because ROB has a unique.... method, you cannot mix ROB with a IC-constant code and the required codes or the game will freeze. You will just have to make a quick fix in the PSA.
Hey guys, I was hoping someone could help me out with some problems I've run into with cloning Ike over Olimar. I'm running brawl- so I'm not sure if that is why it won't work but I downloaded all of the Ike files from the resources page, renamed them to the appropriate pikmin file names and put them into olimar's folder. Then I put the fit pikmin .rel into modules. I'm trying to run Naruto over Ike and then use Olimar to play normal Ike, but everytime Ike loads into a match it crashes on his entrance animation. Can anyone help me out with this?
Quote from: orphaned on May 02, 2011, 06:22:02 PM
Hey guys, I was hoping someone could help me out with some problems I've run into with cloning Ike over Olimar. I'm running brawl- so I'm not sure if that is why it won't work but I downloaded all of the Ike files from the resources page, renamed them to the appropriate pikmin file names and put them into olimar's folder. Then I put the fit pikmin .rel into modules. I'm trying to run Naruto over Ike and then use Olimar to play normal Ike, but everytime Ike loads into a match it crashes on his entrance animation. Can anyone help me out with this?
You need to use the codes included.
Thank you! I was using the IC constant code but forgot the usage storage engine >_<.
anyway got afew soundback Codes ?
i needing DK. has Sonic´s soundback code so SFX is on my ShadowKong too(voices will still not be Sonic´s :D since SFX IDs for them use DK´s SFX ID)
and needing Olimar has Mario´s soundback so Dr. mario over Ike over Olimar got Mario´s SFX/voices
and same for Ike
Quote from: MarioDK on May 03, 2011, 06:42:20 AM
anyway got afew soundback Codes ?
i needing DK. has Sonic´s soundback code so SFX is on my ShadowKong too(voices will still not be Sonic´s :D since SFX IDs for them use DK´s SFX ID)
and needing Olimar has Mario´s soundback so Dr. mario over Ike over Olimar got Mario´s SFX/voices
and same for Ike
if ur shadowkong uses donkey kong's IDs, the soundbanks code wont work at all, u'll have to make a sfx hex pack for DK with shadow's sounds... (matching DK's ID's of course)
Quote from: jokekid on May 03, 2011, 12:07:41 PM
if ur shadowkong uses donkey kong's IDs, the soundbanks code wont work at all, u'll have to make a sfx hex pack for DK with shadow's sounds... (matching DK's ID's of course)
it will work so ShadowKong get Sonic´s SFXs it only his Voices that use Dk´s SFX IDs
No new with Clone Engine?
Wait for Mario port... (Dr.Mario)
yeah and a luigi too :D (Luigi+Silver+Kid goku import)
i got a question about the roy over ike clone engine hack even though a code came with it for him to have marths sound bank if i was too make a roy sound pack for ike would it also replace marths sounds? i may sound like a noob
I'd rather see a Link Clone Engine, rather than a Mario one to be honest.
Mario and Doctor Mario aren't that much different.
While Link, Zero, and Lyn are.
^This with Metaknight and soon a dash of Falcon.
Or Shadow.
Geno.
Zero.
sonic and shadow clone engine all the way so there can be more options for anyone who doesnt want shadow over DK or marth and want to keep sonic original like i have a sonic port over dk and shadow over the original sonic
it would be amazing if someone could translate the ike rel to PAL but i guess i will take time :S and it probably wont happen why did the rels had to be diferent why could it be the same like the pac files
Quote from: ItalianStallion on May 03, 2011, 11:24:23 PM
I'd rather see a Link Clone Engine, rather than a Mario one to be honest.
Mario and Doctor Mario aren't that much different.
While Link, Zero, and Lyn are.
Link clone engine would be worth it, im out of link slots and i dont want Zero shooting arrows.
Snake needs a clone engine, there are really good Snake vertexes and a lot of people including myself wish we could have more snakes because we are out. Imagine Master Chief vs Snake. :>.>:
If you know:
C/C++ scripting
How to dump and rebuild a .rel
Then we might have a generic Link/Lucario/Sonic/[insert character name] module.
The last requirement however, is still (AFAIK) impossible.
Quote from: donaldthescotishtwin on May 05, 2011, 02:38:31 PM
sonic and shadow clone engine all the way so there can be more options for anyone who doesnt want shadow over DK or marth and want to keep sonic original like i have a sonic port over dk and shadow over the original sonic
I pray that would be the last one to be ported... the last thing I want is Super Smash Bros. Sonic Original Character Yiff fest 2011 Extravaganza. >_>;
Or worse, Super Shadow Brawl, with each slot being a EVER SO SLIGHTLY different version of Shadow.
yeah lets make Super Shadow Bros. Brawl Shadow over anyone so we can use all these Shadow Hacks
Sorry but you are not allowed to view spoiler contents.
actually, link is probably the character in most need of a clone... xD
zero is powafull xD
Mario Bros. is most needed Dr. Mario vs. mario vs. (if someone make moveset for it) Shadow Mario ;D
and Luigi vs. Mr. L vs. Silver (the import) vs. Kid goku import
I'm actually up for super shadow bros brawl shadow needs more options kong characters need clone engines too to have dixie and lanky kong
(http://i813.photobucket.com/albums/zz57/SecretGamer360/CaptainFalconFacepalm.png)
Okay, we REALLY should make sarcasm tags visible. -_-;;
Ignoring that last post...
I can't wait for the PAL version of this, if at all. >_>; Not getting the NTSC version just for this, but that's another bag of beans.
i just want falcon to be ported, then i'll be a happy nap sack
I think a really great upload to the Brawl Vault would be one that contains all the things required to port Ike on the characters that we can put him over currently.
Complete with the list of codes required to make it possible, the .rel edits, etc. :3
(Plus I can't understand how the digits correspond to certain characters getting 3 jabs. I take it the "3" on the far right is number of jabs, but otherwise I'm lost ._.')
EDIT:
GW having 3 jabs
04B0B634 00000003
Olimar having 3 jabs
04B0B7BC 00000003
So...Jab codes go like this then?
??? has 3 jabs
04B0Bzzz 00000003
Might I request a list as to what fill the zzz's? Those digits don't seem to compare to any other list where the characters have digits that correspond to them, like with the soundbank, or the IC constants.
i also this i think:
1 jab
04B0Bzzz 00000001
2jab:
04B0Bzzz 00000002
3jab:
04B0Bzzz 00000003
and etc.
Had a feeling that was what the last digit was for. Thanks :3
Now all we need are the digits that correspond to each character.
Also, I have tried porting Ike on Kirby and the Ice Climbers with the following codes, and the patched .rels
Kirby has Ike's IC-Constants
C2858928 00000003
2C040005 40820008
38800022 1C040038
60000000 00000000
Kirby has Ike's sound bank
4A000000 80AD89E0
14000014 00000020
E0000000 80008000
Popo has Ike's IC-Constants
C2858928 00000003
2C04000F 40820008
38800022 1C040038
60000000 00000000
Popo has Ikes Soundbank
4A000000 80AD89E0
1400003C 00000020
E0000000 80008000
Nana has Ike's IC-Constants
C2858928 00000003
2C040010 40820008
38800022 1C040038
60000000 00000000
Nana has Ike's sound bank
4A000000 80AD89E0
14000040 00000020
E0000000 80008000
My results were as follows;
Kirby - Freezes after selecting him. (Any idea why? I matched his IC constants to Ike's...)
IC's - WITH Nana and Popo's codes from above, freezes before stage loads. (Bleh...)
IC's - WithOUT Nana's codes, only Popo's, freezes before stage loads.(Double Bleh...)
So far, everyone else I've tried works pretty well. Replacing Sonic with Ike gives him MEGA jump momentum <3
ROB and Sonic in the same battle did something and it froze, but works alright otherwise. Diddy also worked, as do Olimar and G&W. (But with G&W and sometimes ROB, have no SFX even with the soundbank codes...)
can you maybe make a DK. has Sonic´s soundback
some of my ShadowKong´s SFX(not voices) uses like sonic´s spindash SFX but that ID only works over Sonic
http://www.smashboards.com/showthread.php?p=12690710#post12690710
I think you guys might be interested to read this.
awesome it looks like he have ported them (hopefully he port DK or Sonic over someone like olimar :D that means shadow over DK over Olimar or just shadow over Olimar
and soon Mario so i can have Dr. mario+Fire Mario moveset+my SMBZ mario moveset
im up for SDDooms shadow over olimar
Quote from: donaldthescotishtwin on May 11, 2011, 10:34:40 AM
im up for SDDooms shadow over olimar
if DK. get ported before Sonic we still getting Shadow over anyone (my ShadowKong)
and for fixed Chaos spear just using my Shadowkong friendly Sonic PSAs :D
but i am more hoping on Mario or luigi (luigi for that kid goku so i dont have to port him over Diddykong)
i want my Shadow stay if DK.rel file coming only move him if clone engine come to that part with add more char. slots
or if Sonic.rel file Come i still want Shadow over DK. but this time he 100% working with any attack sdo0m made (but still letting my ShadowKong stay for SFX pack/for PAl user who can´t use .rel files yet)
I'd also like a luigi clone engine to have silver and not lose luigi I don't want to replace Dk because he's a very worthy character and has the amazing DK country games there are lots of unworthy characters in brawl like. Pit olimar ice climbers ROB
Awesome, Dr.Mario'll be finding himself a nice little spot on my roster as soon as I can figure out who to boot >:3 8 (Having issues with some of my Ike-replacements...)
Anywhoo, I saw Olimar-Ike fight Diddy-Ike the other day, and much like the ROB-Ike and the Sonic-Ike fight I mentioned last I posted, they froze it somehow...
I'm wondering if multiple Ikes on multiple characters is less stable than I thought when in the same battle.
Also, Olimar seems to be the only character I can get the soundbank mod code to work for 100% of the time. G&W, ROB, Sonic, even Diddy will periodically go mute for some reason when Olimar-Ike is not present.
Also, does anyone know why Kirby-Ike freezes at the CSS when selected? I edited the .rel perfectly, I had the IC constants codes, soundbank codes, and had everything in the Kirby fighter folder that belongs to Ike from his .pac file, to his things like FitIke(Or rather, Kirby in this instance)Dark.pcs, etc...
MarioDK, do you still need DK to have Sonic's soundbank?
http://www.justin.tv/dantarion/b/285661899
Didn't patch a module.
Method requires ASM patching to get specific caracters to work.
Currently working.
Lucario
Marth
Up Next...Pikachu.
-----------------------
Also, test your characters in training mode.
Training Mode doesnt load Entry.pac's and a character without an entry .pac can't go over one without modifying the EntryData
http://opensa.dantarion.com/wiki/Instance_Slots
------------------------------------------------------------------------
http://opensa.dantarion.com/wiki/IC-Constants
Any character that cannot Crawl, Fly, jab123,ftilt12, dash attack->crouch(snake) etc, CANNOT be put over one that does without fixing the IC-Constants.
A normal jumper cannot go over a multijumper either.
ds22 posted earlier that I would hate this thread. He's kinda right. All I really see are people scrambling to get whatever they personallly want working, without many people trying to understand exactly what PW and I have done. I don't really expect much from the community these days, especially on kc-mm, since most of you are artsy types, not coders.
One thing that I kinda thing is cool is that I literally LEARNED C#, Python, PowerPC ASM, how to use a disasembler, writing tools for generating OpenSA content, etc, over the process of working with Brawl.
I got this stuff on my resume, except instead of "Added characters to Brawl" its written "Proficient with using hardware debuggers on embedded systems."
Anyways, I am ranting, I am really happy that kc-mm has gotten so big! Its been a long time since Picano and Jack talked to me on AIM about giving this site a permanant home on my web hosting :D
Quote from: Thany on May 10, 2011, 06:12:20 PM
Kirby has Ike's IC-Constants
C2858928 00000003
2C040005 40820008
38800022 1C040038
60000000 00000000
Popo has Ike's IC-Constants
C2858928 00000003
2C04000F 40820008
38800022 1C040038
60000000 00000000
Nana has Ike's IC-Constants
C2858928 00000003
2C040010 40820008
38800022 1C040038
60000000 00000000
Only the second code will work. You cannot point two C2 codes at the same address and have them both run.
Quote from: ItalianStallion on May 12, 2011, 02:56:53 AM
MarioDK, do you still need DK to have Sonic's soundbank?
i got it from Thany :D and will put it on ShadowKong .zip soon as soon i got back home and @Dantarion whos next after Pikachu
one of Mario Bros.?
Luigi i think is needing becoz he got many imports but no one want to replace Weegee :D
Can't replace weegee D:
damn DK. has Soinc soundback dont worked good :( now Shadow has Sonic SFX but no Voices
Quote from: donaldthescotishtwin on May 12, 2011, 07:01:51 AM
Can't replace weegee D:
Quote from: MarioDK on May 12, 2011, 07:09:20 AM
damn DK. has Soinc soundback dont worked good :( now Shadow has Sonic SFX but no Voices
I guess you guys are busy trying to replace DK with Shadow to realize we don't have to replace anyone anymore :P
i know the more chars slots. come :D but mainly the ShadowKong is for Pal users for ppl who can´t use these .rel files
SHadowKong is already done just need to get the PSa more CPu Friendly(just his up-B and maybe N-B)
and hopefully soon codes like more char slots/more stages and etc. will come to emulator users too or a plugin for dolphin that loads the SSBB hacks from a folder in the PC
but i heard only 7x slots more right now anyway i let my Shadow stay over DK. so i can use these 7 slots to something else (like Dr. Mario :af2:/my Goku PSA)
but if Dk .rel come i maybe only maybe make a Silver PSa over DK. like i did on Shadow since Dk can use renamed FitSonic.pac too :D (easy port to make)
i only know Silver from M&S at winter OL i have never Played sonic 06 since no PS3/xbox so need a moveset idea anyway back to on-topic
Quote from: MarioDK on May 12, 2011, 07:46:24 AM
i know the more chars slots. come :D
Wut? Is PW making a code to add more character slots?
yeah but i heard only 7 more i think i know who it can be :D on my Roster but one thing i am more hoping for coming
a SD card emulator for dolphin emulator :D
so dolphin can use file patch code instead replace any files in .iso and dolphin can use more stages code and for sure also more vertex/texture/chars. slots for Dolphin
this is the only reason for i still using my Wii for get more stages and etc.
i got a perfect setup on my emulator so it works without lag and HD :af2:
i will also make a new Dr. mario moveset as soon we got dr. Mario slot and i am done with afew of my moveset :af2: but it will not be melee styled or almost a clone of Mario but still Dr. Mario-ish with piles and maybe needles too :D
Instead of making the PSA more CPU friendly, try making the AI more PSA friendly. I know it's hard, but it SHOULD work with all regions' AI Files.
Quote from: EternalYoshi on May 12, 2011, 08:12:06 AM
Instead of making the PSA more CPU friendly, try making the AI more PSA friendly. I know it's hard, but it SHOULD work with all regions' AI Files.
i know but i dont so much to that AI thing i have check it out :( i will maybe check it out again then SMBZ mario/Goku PSA is done so i needing Sonic´s FS AI over Mario´s FS AI and Shadow/Goku needs same AI for up-B
but back to on-topic this is not a thread for helping me :D
anyway have found out how to fix GFX problem like my ShadowKong has with chaos spear before i made shadowKong friendly Sonic PSAs?
Quote from: MarioDK on May 12, 2011, 08:05:35 AM
yeah but i heard only 7 more i think
Does anyone know a release date for it? I hope it will work for riivolution because I can't get the stage expansion to work
Quote from: donaldthescotishtwin on May 12, 2011, 08:26:33 AM
Does anyone know a release date for it? I hope it will work for riivolution because I can't get the stage expansion to work
stage expansion works on Rii
Vault even got a setup for Rii with stage expansion (if you not is pal it of dont work)
for more slots i am not sure but i think it will work on rii
but i am more thinking for emulator users with that wanted something like stage expansion or more vertex/texture slots or now soon more char. slots i dont think it will be hard to write a program like this but i dont know how :( to let dolphin emulator to emulate a SD card so you can use File patcher code+stage expansion+other codes like that for dolphin
It's only when I add the codes included the game doesn't launch and I have beyondyous loader and a file patch XML but that's off topic
Quote from: donaldthescotishtwin on May 12, 2011, 08:32:11 AM
It's only when I add the codes included the game doesn't launch and I have beyondyous loader and a file patch XML but that's off topic
yeah thats off topic like my idea for dolphin emulator but hopefully someone can make a Dolphin emulator Built just for SSBB with hacks
Dantarion is making those Clone Engine ASM codes.
PW hasn't been around since February and he had no involvement in what Dantarion did.
Quote from: ds22 on May 12, 2011, 08:44:28 AM
PW hasn't been around since February and he had no involvement in what Dantarion did.
thats not true i saw him online afew days before on smashboard but only for afew mins :D so maybe he is back
Not posting in this thread anymore.
ok Dantartion can you make a new Thread just for .rel file(with DL link) and Prograss on Clone engine on KC-mm? i think you is the one who know best how far the clone engine is done
Patching modules is past now
[censored], this page 51 was totally full of unndeed crap, excluding Dantarion's and ds22's comments...
Quote from: Wolfric on May 12, 2011, 06:13:59 PM
[censored], this page 51 was totally full of unndeed crap, excluding Dantarion's and ds22's comments...
This whole thread is nothing but hype on the users side
DDDDUUUUUUHHHHH
no offence, but it's alot of hype.
but it's not all bad, i was able to port Marth and Ike over 90% of my hated characters roster list.
i just wanted an translated ike rel and marth rel to work on pal because right now i cant do anything with this :S
Quote from: br3compactor on May 12, 2011, 03:38:57 PM
Patching modules is past now
DAMMIT.
That made me hyped enough to add another useless post to the stack.
Kirby has Ike's IC-Constants
C2858928 00000003
2C040005 40820008
38800022 1C040038
60000000 00000000
Popo has Ike's IC-Constants
C2858928 00000003
2C04000F 40820008
38800022 1C040038
60000000 00000000
Nana has Ike's IC-Constants
C2858928 00000003
2C040010 40820008
38800022 1C040038
60000000 00000000
Only the second code will work. You cannot point two C2 codes at the same address and have them both run.
Thanks :3
...Erm...Which one did you mean by the second code? Only Popo's? Or...A second line within one of those 3 blocks of codes? Or that Popo's will work only without Kirby's being on as well? *has interpretation issues*
*confused* O__o'
I mean, I did try with only Popo's and not Nana's(Kirby was a separate test that froze on me as well) and I got a freeze while the stage tried to load...*mega confused* x__x
Or does that mean I have to get rid of the C2858928 00000003 line from either Popo or Nana? *giga confused*
You cannot use multiple X has Y IC-Constants codes because they all write to the same place.
Hmm..... would it be possible to make it one code then?
For example, to have all the characters in Thany's post have Ike's IC-Constants for an example??
It's...Not normally possible to have more than 1 character use another's IC codes at once?
But I have Olimar, G&W, Sonic and ROB all feeding off of his IC constants(Ike/Roy having Marth's ICs to boot) all at the same time. o_o????????
I have all these codes active at once;
Ike over Mr. Game & Watch has 3 jabs[Standardtoaster]
04B0B634 00000003
Game and Watch has Ike's IC-Constant
C2858928 00000003
2C040012 40820008
38800022 1C040038
60000000 00000000
Mr. G&W Sound Mod
4A000000 80AD89E0
14000030 00000020
E0000000 80008000
Olimar has three jabs
04B0B7BC 00000003
Olimar Sound mod(Ike's?)
4A000000 80AD89E0
14000064 00000020
E0000000 80008000
Olimar has Ike's IC-Constants(Dantarion, variables by Eternal Yoshi)
C2858928 00000003
2C040019 40820008
38800022 1C040038
60000000 00000000
Ike has Marth's IC
C2858928 00000003
2C040022 40820008
38800011 1C040038
60000000 00000000
Ike uses Marth's Sound Bank
4A000000 80AD89E0
14000088 00000013
E0000000 80008000
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000
Rob has Ike's ...Something:
4A000000 80B27AC0
14000000 80914B5C
E0000000 80008000
Wait...Or is this just an issue with the Ice Climbers both trying to feed from Ike's ICs? I am co(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446)ally lost here.
what happens if you replace popo, with ike usign the .rel adn codes adn stuff, but leave nana>? will it be ike and nana?
^ When I tried that, it just froze as the stage was loading... : /
Haven't tried just Nana's codes yet, but that strikes me as being fruitless.
(Also, just to clarify, is it Ft_Iceclimber.rel ?)
yes it is, and seeing that the iceclimbers actually are just one pcs for 2 models, wouldnt u only need popo's code? (or just a ice climber code?)
cuz even if they are 2, they work as 1...
Wow, no wonder Dant got fed up with posting here, just reading through the thread makes it look like his progress post was practically ignored =/
That aside, it's wonderful to see some real progress towards the fabled clone engine. I'm assuming Masquerade has been put on hold in place of this, which is fine with such amazing work getting done. I'll be lurking around and keeping up to date with your progress =3 Keep up the amazing stuff.
I want Masquerade :(
He should finish it instead of leaving us without both
maybe they both come at same time so we got awesome things for summer
i thought this thread died dude...
The thread died when Dant said he wasn't posting here anymore, which I cannot blame him for.........
Hmmm... is it possible to delete an article's data in a character? And stop it from annoying people when porting?
i think the thread should be locked.
it's jus spamz... i have contributed WAY too much to it. but still.
Before a potential lock, I'd like to ask if anyone else attempted Ike over Kirby with any success.
I've tried training mode this time so the entry wouldn't cause a problem, but I just kept meeting with the same results.
I even removed all the other IC constants codes and anything else that contributes to putting an Ike over someone. All other modules. All Ike related stuff from the other character's folders. Everything. I even re-did the module as I thought I made a mistake.
It seems Kirby is a stubborn li'l fella. Unless a jab code is needed for Kirby to make him work, I'm all out of ideas.
Plus Dant posted that you need to edit the entry data if you were to put a character without one over someone who does have one(does Ike have an entry.pac of some kind? I didn't see it in the Data Partition for Brawl on mediafire...) Somehow doubting this is the issue if it refuses to work even in training though.
ike has an entry.pac, yes...
He does? Cool :3
Could you send one to me if you have it? Ike's un-edited entry.pac, please?
Standardtoaster made a code that disables entry data.
No Entry Data [Standardtoaster]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000
Now please, let's all leave this thread alone. If there is another video or update, someone like me, ds22, PW, etc. will bump this thread.
Until then, post your questions in the help forum for now.
^I Think that with those codes you can port Marth over anyone now. The result data was the thing that caused Marth over Jiggs to freeze. So now that its gone I think it may work now!
I'll tell you all a little secret.
Why do you think MK ports that easy?
It's because, even though MK has article data, his module file doesn't make any special references to them.
Characters like Ike, Link and Lucario (and basically every other character with article data) have those special references, so needing additional patching to even be rendered portable.
So MK was portable all this time (in the same way Marth is), just no one made any effort to even check if he was.
The Cape is just for show.
Armgun too.
LAWL. The MK swings appearing on Gray Fox is my fault. I have the Sword glow data AND that External Graphic reference in many attacks. Nice to see the Sword glow working though.
Anyway, I may only need a quick fix to make Gray Fox NOT T-stance on a non multijumper.
Thankfully I can replicate the .rel myself(DON'T ASK FOR REQUESTS)
Is there a list anywhere of what IDs at what offsets need to be changed to port MK to other characters?
btw is there going to be a packages For these .rel files there is made like we got for stages?
Quote from: RedSoul78 on May 24, 2011, 11:29:41 AM
Is there a list anywhere of what IDs at what offsets need to be changed to port MK to other characters?
in the wiki there should be...
Quote from: RedSoul78 on May 24, 2011, 11:29:41 AM
Is there a list anywhere of what IDs at what offsets need to be changed to port MK to other characters?
:srs:
http://opensa.dantarion.com/wiki/Patching_Character_Modules
Quote from: MarioDK on May 24, 2011, 11:35:02 AM
btw is there going to be a packages For these .rel files there is made like we got for stages?
:srs:
Please redirect ALL questions to this thread: http://forums.kc-mm.com/index.php?topic=25005.0
whoopsie peach :P
Cool, another character that can be ported.
My only problem is that there aren't that many great PSA's on Sonic. But that's a small concern.
Stop with the porting. Get with the exporting(DAE to MDL0).
I need new slots.
Quote from: ssbbtailsfan on May 27, 2011, 02:01:19 AM
I said that would be my last port. >.<
I know. I was just saying in general. No hate was intended.
Yeah! Sonic over Diddy Kong! I want it!
lol nice then i only have to make Shadow-Diddykong friendly PSAs now ;D
i was almost done with over DK. port
To give the heads up me and ssbbtailsfan are making a sonic clone engine over olimar
anyway i want still Shadow to be over DK.
it is possible to get that .rel over DK?
also my Dk port is PAL friendly Too ;D
Quote from: ssbbtailsfan on May 27, 2011, 11:35:54 AM
Yea, I'd just make the .rel but I don't know since Sonic freezes during some attacks (not the game just himself) I thought you wanted Shadow or something? o_0
Well i'v decided to keep shadow over sonic and want a clone over olimar(I hate him so I want to make some use out of him)
Four words:
PAL needs more love.
:(
Maybe if you PM me a pal Marth.rel or Purin.rel.........
Quote from: EternalYoshi on May 27, 2011, 08:29:06 PM
Maybe if you PM me a pal Marth.rel or Purin.rel.........
why...
you need codes to get it working right? and the codes are ntsc?
or are those codes for pal users too?
if it are also pal codes, then, ignore this :P
As I am here and have a pal brawl, I will give you all the rel of Pal. I precise that I do this only for only Pal users, as my Ssbb hacked is Us, so it is not for me.
Eternal Yoshi, do what you want with them if you decide to do something with them.
PAL users, test Plz:
http://www.mediafire.com/?21xs6ufq6blvdqe
The offsets seem identical to NTSC's offsets...
Just put this in and get Marth's files and name them to Mario's files.
Test in training mode first please.
damn too bad my PAl disc is Broken but it will be awesome if someone for a change work on these for PAl instead always US getting all the awesome things first
then it is good to have Shadow Over DK. ;D
Quote from: ssbbtailsfan on May 27, 2011, 10:21:29 PM
Nevermind that. I should spend more time on my experiments before sharing it. Using Sonic with Marth's .rel is such a bad idea. I just realized after a few matches how buggy it is, and it freezes the game when you grab ledges (even with Shadow) Oh well, at least the success of the Metaknight ports is all I can be proud of. Everyone makes mistakes. :P
<.<
>.>
Don't feel bad about it. From your discovery I was able to make my own discovery: Viewtiful Joe works over Yoshi using a Marth .rel. The IC-Constant code is necessary but the disabled Entry and Result codes aren't. After using the IC-Constant code I attempted to make the game crash by using every possible move but I couldn't do it. Voomerang, Bombs, GFX, everything works. In fact, there's only 2 glitches with it:
1. The Final Smash doesn't connect. It just either has a bad hitbox or only does 5% damage and doesn't lock in the opponent. I'm going to check and see if this is fixable...
2. If you blow up a bomb in your face and someone gets hit by the blast, it causes 999% damage and sends them flying. It's kinda hilarious actually.
I'll try this with regular Captain Falcon after I DL his standard files, see how it works out. But for the most part Viewtiful Joe works over Yoshi. And I'll try this over other characters, as well. So thanks ssbbtailsfan for posting your information, even if it didn't really work in the end... :srs:
if V joe working that means Goku too :D
Well, I tested this out a little bit more. Captain Falcon himself T-Poses a lot. His Side-B doesn't connect with anyone, his Final Smash makes him freeze (but the game doesn't), Falcon Punch T-Poses him, his entry causes a polygon stretch, and did I mention he T-Poses a lot?
Goku is a little less glitchy, but his kamehameha's power level's OVER 9000!!!
Ok, it does 999% damage, and his side-b doesn't connect. Entry also has stretched polygons but doesn't crash.
I also tried this over Lucas, but it crashes before the match can even start. I'll try this over some other characters and see if it works well on anyone else. But so far VJoe works the best on Yoshi. Dunno why this is the case, to be honest. Might work better on Olimar or someone else...
Disable entry data and you shouldn't have freezing issues over Lucas.
Right, I noticed that right after I tried it out, never acknowledged it. Also, the changes to the .rel didn't save over for some odd reason, so that wasn't helping the situation any...
I guess that's what I get for running on no sleep...so yeah I'll glitch-test other characters eventually, see if there's one that works better than Yoshi.
Quote from: ssbbtailsfan on May 28, 2011, 02:09:07 PM
Also, the reason it works fine on Yoshi, is because Yoshi doesn't use Entry/Result.pacs thus Marth works over him fine. But, if you were to use Marth on someone like Diddy Kong, then you need those codes, assuming you knew that already though :P.
Way ahead of you on that :) I knew I had to do that, just somehow never actually made the codeset. I tried it and VJoe worked mostly the same on Olimar and Lucas. His gfx didn't want to load one match though...Shows what I get when I blank out on changing the codeset.
And I also knew going into it that Marth's .rel isn't the new universal .rel...just trying it out for the hell of it really. Hope this doesn't start anything actually :/ Didn't surprise me Captain Falcon didn't work at all, due to article loading. I'm not going to test it out anymore, and I'm more interested in fixing the two existing glitches with VJoe.
I checked out absolutely everything possible with items and ledges and grabbing, I can say that the only two glitches are the ones that I stated. Believe it has to do with that VJoe doesn't use Captain Falcon's articles but I very well could be wrong.
So, yeah, VJoe worked pretty much out of sheer luck (fortunately), and I'm going to agree with ssbbtailsfan and say mixing the Marth .rel with any other character is a really bad idea. VJoe may the exception, and even then IC-Constant codes are necessary for his Up-B to not freeze.
Wait, so we're trying this out in PAL now? I'm going to give it a try when I finally get some free time from uni work.
What's this new method I keep hearing about?
i didnt visited this place a long time
can anyone bring me up to date
which characters can be cloned right now ?
Quote from: Mastaklo on May 28, 2011, 10:34:05 PM
i didnt visited this place a long time
can anyone bring me up to date
which characters can be cloned right now ?
Marth, Metakinght, Ike, and a bit of sonic( all by codes and .rels)
Mastaklo: Go on this topic, you will find all or most of the informations you may need about the clone engine.
http://forums.kc-mm.com/index.php?topic=25005.0
That's why I didn't add that tidbit in the OP.
Thanks for trying. :)
Quote from: Mastaklo on May 28, 2011, 10:34:05 PM
i didnt visited this place a long time
can anyone bring me up to date
which characters can be cloned right now ?
Try looking here: http://forums.kc-mm.com/index.php?topic=20844.0
thanks everyone
Quote from: EternalYoshi on May 27, 2011, 09:35:36 PM
PAL users, test Plz:
http://www.mediafire.com/?21xs6ufq6blvdqe
The offsets seem identical to NTSC's offsets...
Just put this in and get Marth's files and name them to Mario's files.
Test in training mode first please.
i tested it even in marth vs marth (well ichigo vs ichigo) and in training mode its perfect even ichigo vs ichigo and in brawl mode we get mario tube stuck to our feet through the all match even if we die the tube gets on our feet and also it froze everytime when entering the result screens maybe because the mario tube stuck to our feet? dkn but the attacks and everything were perfect even ichigo vs ichigo but maybe doing on a less useful character? like yoshi or ROb since no entry we wouldnt get the tube stuck to our feets xD
i think the hardest part is done since the attacks work all right and all that freezes or glitches are technical parts like mario tube and freeze when entering the result screen
Phew... Carnage, honestly, learn to use more ponctuations...
Anyway, about Mario, he has an entry, so you have to use the code to disable the entries. For the freeze of the result screen though, I don't know, mario doesn't have a result pac.
KTH: Edited.
Quote from: Psycho Philia on May 28, 2011, 10:39:58 PM
Mastakio: Go on this topic, you will find all or most of the informations you may need about the clone engine.
http://forums.kc-mm.com/index.php?topic=25005.0
Mastaklo, not Mastakio.
Quote from: Psycho Philia on May 29, 2011, 10:53:10 PM
Phew... Carnage, honestly, learn to use more ponctuations...
Anyway, about Mario, he has an entry, so you have to use the code to disable the entries. For the freeze of the result screen though, I don't know, mario doesn't have a result pac.
sorry for not being able to tell where the ponctuations are since im not english and most of the english i learned was from watching movies and playing pokemon xD also is there a no entry code for mario in pal code??
Anyway, a code Mario Clone was worked to port on anyone character?
It's not ready yet.
Dant is using a different method.
Edit: Try to disable entry and result data and then try the PAL Marth.rel again, if the codes work for PAL.
i want to get atleast 3x Mario PSAs ;D with the .rel come for him soon
Dr. Mario
SMBZ mario
a Fire mario PSA
Quote from: EternalYoshi on May 30, 2011, 05:03:50 AM
It's not ready yet.
Dant is using a different method.
Edit: Try to disable entry and result data and then try the PAL Marth.rel again, if the codes work for PAL.
i tried the exiting codes in pal but they dont do anything i still apear with mario tube stuck to he feets and freezes before entering the result screen wouldnt be better to try Yoshi or Rob in pal?since they dont have entry pac?or do they have a result pac?
Ap cray. :(
ROB is not a good idea since he needs a special code to work.
Maybe ask standardtoaster for codes to disable entry and results data for PAL users?
is the fit_roy.pac and FitRoy.pac out yet fo rthe codes and stuff in the first post/page?
No.
But you can use a ft_marth.rel and FitMarth and port it over a character you think is useless, so you can have a Roy and a Marth.
i have marth over rob, so i can have royh over rob? thats cool.
Yeah. Just put the Roy moveset on ROB then, and you should have a Roy.
wow ok thnx. i did that but when i played roy vs marth (marth was over rob and roy was over marth) it was fien but when i played it agtian roy had a sword beam thing out of his nose.
Yeah, there may be a few glitches. For a time, my Naruto over Olimar had his knife constantly sticking through his face. I got it fixed somehow eventually.
how? could it be done with the roy also?
Actually, ignore what I said. Seems like I was just able to avoid such a glitch for a while. Ha.
oh. okay
Quote from: Omega-Zack Fair on March 01, 2011, 12:15:32 AM
You mean the one I uploaded? I'm using it this very instance and I get no freezing!
can some1 give me the download for that cloud over Dedede? i seem to have lost mine on my SD card -_-
edit: sorry i didnt kno this thread was dead for almost 3 months >.>
Quote from: DSX8 on August 30, 2011, 08:28:24 PM
can some1 give me the download for that cloud over Dedede? i seem to have lost mine on my SD card -_-
edit: sorry i didnt kno this thread was dead for almost 3 months >.>
The existence of this thread is completely dependent on the state of the Clone Engine itself.
Quote from: Eternal Yoshi on August 30, 2011, 10:22:57 PM
The existence of this thread is completely dependent on the state of the Clone Engine itself.
It's still going to be a hot topic so it must stay stickied.
hah yeah true, it is a very good topic indeed... i just cant seem to find that cloud over dedede hack anymore >.<
But isn't the clone engine pretty much dead? I haven't seen anything about it in a good while.
I thought people were supposed to continue where Dantarion stopped...
ds22 and Eternal Yoshi are continuing it
I'm more worried about Masquerade and it's release (And PAL Equivalent)
I dunno about you, but I'd much rather have more costumes instead of a Clone Engine, since the characters that are replaced with the new stuff aren't really going to be missed for me in my opinion.
Quote from: LC-DDM on August 31, 2011, 03:43:46 PMI'm more worried about Masquerade and it's release (And PAL Equivalent) I dunno about you, but I'd much rather have more costumes instead of a Clone Engine, since the characters that are replaced with the new stuff aren't really going to be missed for me in my opinion.
Yeah, especially because of Beyond. He makes so many good hacks, I don't know which slot I should replace
He's not the only one who makes good hacks -- he just gets more spotlight for it.
off-topic: im gonna use that quote in my signature...
Quote from: jokekid on September 01, 2011, 06:53:24 PM
off-topic: im gonna use that quote in my signature...
did he get moderated for saying that?
also back on topic did eternal yoshi or ds22 already got dantarian work? or still no sign of it?