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Super Smash Bros. Brawl Hacking => General Hacking Discussion => Topic started by: Roo on May 21, 2011, 12:35:05 PM



Title: Brawl imports : Sprite Characters (Concept)
Post by: Roo on May 21, 2011, 12:35:05 PM
I was thinking of the recent advancements in Brawl hacking and it hit me. "Is it possible to make sprite characters? After brainstorming for a bit, the answer turns out to be yes, but only after the MDL0 converter is finished. Here's how. (Warning, big Pic ahead!!)

(http://img535.imageshack.us/img535/6044/spritebrawl.png)

It's quite possible i'm COMEPETELY wrong with this process, but I dont see how. Let me know if you see some sort of flaw.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: OmegaMalkior on May 21, 2011, 12:36:27 PM
They have to be mdl0 and I think they aren't


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Roo on May 21, 2011, 12:37:32 PM
How about actually reading the whole process before commenting. It says it would require the MDL0 converter.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: DoctorFlux(Mariodk) on May 21, 2011, 12:41:40 PM
omg a 8 bit mario joins SSBB


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: SmashClash on May 21, 2011, 12:49:30 PM
omg a 8 bit mario joins SSBB

This is what I want.
Same with Paper Mario.
Also, for that Sonic I could use it for my Nostalgia Sonic PSA(In progress)


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Jaklub on May 21, 2011, 01:00:31 PM
I think sprites may just not fit into Wii's memory. Nonetheless, interesting idea and if it worked somehow, beautiful things would happen.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: ForOhFor Error on May 21, 2011, 01:07:30 PM
Yeah, this would be great.
Imagine, super smash bros in 8 bit graphics XD


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Roo on May 21, 2011, 01:22:13 PM
I think sprites may just not fit into Wii's memory. Nonetheless, interesting idea and if it worked somehow, beautiful things would happen.

The sprites are textures, which can easily be loaded into through the wii's memory.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: DarkPikachu on May 21, 2011, 01:26:22 PM
it's good for a basic concept I guess...
(for what tools we currently have)

once I crack the Material-Shaders and TEV's,
you can expect to see sprite animations >D

a close example would be:
look at Pika's eyes...
a script controls which texture to display on the face of the object

so yea...
PW's working on an script editor though >_>
I was planning on it, but he's way over me...


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Jaklub on May 21, 2011, 01:29:35 PM
The sprites are textures, which can easily be loaded into through the wii's memory.
The problems is that if you want to have well animated sprites, you'll need LOTS of textures.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Roo on May 21, 2011, 02:00:41 PM
The problems is that if you want to have well animated sprites, you'll need LOTS of textures.

Thats true of super advanced sprites from more recent games, but this will be simple for early games like Mario Bros. Ect.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Roo on May 21, 2011, 02:10:26 PM
it's good for a basic concept I guess...
(for what tools we currently have)

once I crack the Material-Shaders and TEV's,
you can expect to see sprite animations >D

a close example would be:
look at Pika's eyes...
a script controls which texture to display on the face of the object

so yea...
PW's working on an script editor though >_>
I was planning on it, but he's way over me...

Aww frig, double post but whatever.

Tech my method is a WHOLE lot simpler than what I believe your describing. My method involves direct model animation, while yours would include countless hours of script editing just for a polygon to show a particular texture for each animation.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: ForOhFor Error on May 21, 2011, 03:03:24 PM
The problems is that if you want to have well animated sprites, you'll need LOTS of textures.
Yeah, but you could probably just make them 8 by 8....


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: DoctorFlux(Mariodk) on May 21, 2011, 03:05:06 PM
SSBB = for sure now the new Mugen with soon more char. slots+more stages slots+.dae importer+this now


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: DarkPikachu on May 21, 2011, 03:06:24 PM
not countless hours :P

try more like 10 minutes to write the scripts (for someone like mario)
^4 minutes with a template
(which of course I will provide because I'm one of the most helpful people on this furom) :af2:

all you really need for the animations are a few lists ;)
^well, for blender anyways

I did manage to get Pika's eyes working as they should...
(through a modded version of the animation method I talked about below)

but that was a different Pika for testing the method :P
blah...


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Friedslick6 on May 21, 2011, 06:06:20 PM
I'm sure some people have seen this image before:
(http://imageshack.us/m/864/1484/lolthisn.png)
Just putting it out there :P .


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Eternal Yoshi on May 21, 2011, 06:16:31 PM
I remember that. Classic.

I want a Simon Belmont sprite hack then.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Roo on May 21, 2011, 06:20:21 PM
I'm sure some people have seen this image before:
([url]http://imageshack.us/m/864/1484/lolthisn.png[/url])
Just putting it out there :P .


Funny you should mention that. I'm making an SSBB version right now!


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Lord_of_D: on May 21, 2011, 06:21:13 PM
hell yeah, i always wanted to replace the guitar girl with a ghost from a mod of doom, that would work awesomely :D
(http://cutstuff.net/images/GVH/GVHscreenshot11.png)


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: DarkPikachu on May 21, 2011, 06:58:39 PM
heh, I'll put in Old Riku just for the heck of it :P

(https://jump.matthewevan.xyz/i2p/pxbcwxbhxj2wusliwhrb6ym4vcwpihztuf2tfjejrcdzqrmnjuoa.b32/_/0ea28181dae0aa0a95cc8c4949403420750bf91e7488b830d8dcbb9b1bf0d9bf)

of course I'll fix up the sprites a bit XD


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: VILE on May 21, 2011, 07:16:40 PM
You can just use a plane and use animated textures instead >.>


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: DarkPikachu on May 21, 2011, 07:28:31 PM
You can just use a plane and use animated textures instead >.>

that's what I was stating...
but it requires a script doesn't it??


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: VILE on May 21, 2011, 07:34:53 PM

that's what I was stating...
but it requires a script doesn't it??

Easy work my friend.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: LC-DDM on May 21, 2011, 08:31:58 PM
inb4 sprited characters who never got 3D models (Haoumaru we're gunnin' for you baby!)


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: DarkPikachu on May 21, 2011, 08:43:34 PM
Easy work my friend.

hows it done??

there's a large chance I may know about it but am not recalling it XD


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Eternal Yoshi on May 21, 2011, 09:34:37 PM
You can just use a plane and use animated textures instead >.>

That sounds like it would require SRT0 editing of the MotionEtc.pac, which is currently very limited.



Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: DarkPikachu on May 21, 2011, 09:43:17 PM
That sounds like it would require SRT0 editing of the MotionEtc.pac, which is currently very limited.



O.o
can't believe I didn't think of that...

those would be the scripts


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: cuckoos on May 22, 2011, 12:23:01 AM
around 350 animations per character

you are proposing 1 sprite frame per new bone

characters like megaman have multiple frames for a single animation, but lets just say that he had 3 frames per animated sprite for brevity's sake

350x3=1050 bones + the mandatories (transN etc) so the file would be too huge which is a nope by default

and SOMEBODY needs to sprite all of the new animations as well, which is extremely cumbersome on its own

nobody would want to do this


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: LC-DDM on May 22, 2011, 04:30:33 AM
Yeah I've seen MUGEN characters with over 10000 sprites including the effects, it won't be easy, but if THEY can do it...


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: Roo on May 22, 2011, 07:30:53 AM
around 350 animations per character

you are proposing 1 sprite frame per new bone

characters like megaman have multiple frames for a single animation, but lets just say that he had 3 frames per animated sprite for brevity's sake

350x3=1050 bones + the mandatories (transN etc) so the file would be too huge which is a nope by default

and SOMEBODY needs to sprite all of the new animations as well, which is extremely cumbersome on its own

nobody would want to do this

I think your misinterpreting how the process is going to be done exactly.


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: DarkPikachu on May 22, 2011, 08:22:11 AM
that's why I'm not putting my new Riku as a sprite char XD

think of this:
Riku has 4 forms, a back facing state, and a hurt state...
and that's only the beginning...

you also have to tie in a platform state as well as a team-up state for 2 of the forms...
each with the basic states above

for Riku alone,
that's 36 different standing animations (36 different char animations)

and let's not forget his teammate, Sparx...
Sparx has only a back state (it's a robot)

not to mention sprites for the different platforms,
and sprites for the effects and attacks of all those different forms...

when you add that all up, it equals a heck of alot of sprites D:


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: pikazz on May 22, 2011, 10:54:57 AM
why not use one square as a "sprite" and rotate the sprites with PAT0 :3

or you could do Roo's method with VIS0.

I see PAT0 as easiest but Roo's more flow to make


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: cuckoos on May 22, 2011, 08:51:21 PM
I think your misinterpreting how the process is going to be done exactly.
nnnope

1 new polygon for every frame right


Title: Re: Brawl imports : Sprite Characters (Concept)
Post by: ForOhFor Error on May 23, 2011, 04:20:15 AM
I polygon for every sprite, actually, and you leave out reverse sprites.