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Super Smash Bros. Brawl Hacking => General Hacking Discussion => Topic started by: SmashClash on February 24, 2011, 08:06:26 PM



Title: The Clone Engine Progression
Post by: SmashClash on February 24, 2011, 08:06:26 PM
http://www.ustream.tv/channel/strongbad338dude
http://opensa.dantarion.com/wiki/Clone_Engine
Code:
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
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
Sigh, all ye gentlemen of little faith.


([url]http://img80.imageshack.us/img80/568/clones1.th.png[/url]) ([url]http://img80.imageshack.us/i/clones1.png/[/url])([url]http://img546.imageshack.us/img546/5991/clones2.th.png[/url]) ([url]http://img546.imageshack.us/i/clones2.png/[/url])([url]http://img585.imageshack.us/img585/9370/clones3.th.png[/url]) ([url]http://img585.imageshack.us/i/clones3.png/[/url])([url]http://desmond.imageshack.us/Himg192/scaled.php?server=192&filename=clones4.png&res=gal[/url]) ([url]http://img192.imageshack.us/i/clones4.png/[/url])


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.



Gasp... Wheeze... I barely made it out alive! But I got it... I got it.

Behold! The very first Generic module!

[>>>>>Here<<<<<] ([url]http://www.mediafire.com/?ztfthtug6o0obcb[/url])

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:

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<<<<<] ([url]http://www.mediafire.com/?c3kt44366mnaamm[/url])

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.


"Required values to be changed:
[0x000000] = Target Module Id
[0x01C248] = Target Module Id
[0x014080] = Target Character Id"

------

"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."
------


Ike over Olimar: http://www.mediafire.com/?iivnm9j3up31grv

Ike over Mr. Game & Watch: http://www.mediafire.com/?r468kcyperfy086


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

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.


------

Allowing Ike over Olimar to have 3 jabs(one linear code):
SUCCESS!

This code will change Olimar's IC-s to Ike's-IC, allowing him to use the third jab.
Code:
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
Code:
04B0B7BC 00000003


Use your windows calculator and set it to hex mode to get the product of the character ID times 4.

Example:

Code:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000

Good Night.
Use your windows calculator and set it to hex mode to get the product of the character ID times 4.

Example:

Code:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000

Good Night.

--------------------------------------------------------------------------

Reason for making thread:
Nuke requested it and the other thread was getting cluttered.

Discuss from here on out, I guess.
Sticky?


Title: Re: The Clone Engine Progression
Post by: SmashClash on February 24, 2011, 08:21:24 PM
Reserved and also here to tell you if this thread isn't popular with discussion. I can just keep up-to-date with all the info here.
Use your windows calculator and set it to hex mode to get the product of the character ID times 4.

Example:

Code:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000

Good Night.

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.

Code:
XX has YY's IC-Constant [Dantarion]
C2858928 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000
Code:
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.

----------
Ike over Mr. Game & Watch has 3 jabs[Standardtoaster]
04B0B634 00000003


Title: Re: The Clone Engine Progression
Post by: Sanitys_Theif on February 24, 2011, 08:29:42 PM
EDIT:

Nevermind, only Ike can be ported lol


Title: Re: The Clone Engine Progression
Post by: Sanitys_Theif on February 24, 2011, 08:55:58 PM
Has anyone gotten the soundbank to work? I'm trying to get Ike's voice over G&W


Title: Re: The Clone Engine Progression
Post by: Albafika on February 24, 2011, 08:58:03 PM
I'm lost, completely lost. XD Ill wait for the SFX over Olimar to work before putting my head into this.


Title: Re: The Clone Engine Progression
Post by: SmashClash on February 24, 2011, 08:59:28 PM
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]


Title: Re: The Clone Engine Progression
Post by: Nuke on February 24, 2011, 09:21:02 PM
Thank you Smash Clash... Much better too find things.. :)


Title: Re: The Clone Engine Progression
Post by: KTH on February 25, 2011, 08:13:23 AM
Thank SmashClash, i'm gonna do Doc.Mario over Wario :p


Title: Re: The Clone Engine Progression
Post by: _Data_Drain_ on February 25, 2011, 08:22:06 AM
I think this link would be better for getting rid of Olimar...
http://www.mediafire.com/?cq5u7ggm1439a7j
I made the rocket invisible, and included those codes to make him work right.


Title: Re: The Clone Engine Progression
Post by: KTH on February 25, 2011, 08:28:21 AM
I think this link would be better for getting rid of Olimar...
[url]http://www.mediafire.com/?cq5u7ggm1439a7j[/url]
I made the rocket invisible, and included those codes to make him work right.


I've try you're pack Data_Drain, i don't know... This freeze my Wii when i'm on Stage select.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 25, 2011, 08:37:15 AM
I think this link would be better for getting rid of Olimar...
[url]http://www.mediafire.com/?cq5u7ggm1439a7j[/url]
I made the rocket invisible, and included those codes to make him work right.


I've try you're pack Data_Drain, i don't know... This freeze my Wii when i'm on Stage select.


I added

Code:
Olimar Sound mod
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

These two to my .GCT, and it worked, but the Third Jab of Cloud isn't working...


Title: Re: The Clone Engine Progression
Post by: Oshtoby on February 25, 2011, 09:46:57 AM
Can someone test this? I cannot, as I am at work.

Edit the generic Ike .REL in a hex editor like so:
*At address 0x000000, use the value 7E.
*At address 0x01C248, use the value 7E.
*At address 0x014080, use the value 33. (IF THIS CRASHES, THIS VALUE MAY BE THE ISSUE.)

rename the .REL to "ft_zako.REL"

In "sd:/private/wii/app/RSBE/pf/fighter/zakogirl", put all of Ike's files

Rename the files accordingly (FITIKE.PAC to FITZAKOGIRL.PAC, ect.)

Use the following codes:

Code:
ZAKOGIRL has IKE's IC-Constants(Dantarion)
C2858928 00000003
2C040033 40820008
38800022 1C040038
60000000 00000000

Sound Bank Modifier:[Phantom Wings]
4A000000 80AD89E0
140000CC 00000020
E0000000 80008000

Use a character select screen that allows you to choose the Fighting Alloy Team, as well as any codes they may need.

Try to play a match using the girl alloy.

Post results (if it froze, worked, or whatever).

I want to believe ;_;


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on February 25, 2011, 10:33:20 AM
I think this link would be better for getting rid of Olimar...
[url]http://www.mediafire.com/?cq5u7ggm1439a7j[/url]
I made the rocket invisible, and included those codes to make him work right.



I've try you're pack Data_Drain, i don't know... This freeze my Wii when i'm on Stage select.


I added

Code:
Olimar Sound mod
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

These two to my .GCT, and it worked, but the Third Jab of Cloud isn't working...



Strange. It's working for me.
I'm using SDoom's cloud BTW.

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.

Code:
XX has YY's IC-Constant [Dantarion]
C2858928 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000

DO NOT MIX THIS WITH ROB FOR NOW.
ROB already has a code that allows Ike to work over him.


Title: Re: The Clone Engine Progression
Post by: DMN666 on February 25, 2011, 02:22:16 PM
I think this link would be better for getting rid of Olimar...
[url]http://www.mediafire.com/?cq5u7ggm1439a7j[/url]
I made the rocket invisible, and included those codes to make him work right.

I am lost with this so im just gonna download this :srs:


Title: Re: The Clone Engine Progression
Post by: SmashClash on February 25, 2011, 05:09:38 PM
Updated with 2nd post.


Title: Re: The Clone Engine Progression
Post by: KTH on February 25, 2011, 05:23:27 PM
I have some idea :

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  Cool)

Mewtwo ---> King Dedede

Pichu ---> Olimar

Young Link ---> Toon Link

Roy ---> R.O.B.

Geno ---> Diddy Kong


Title: Re: The Clone Engine Progression
Post by: Albafika on February 25, 2011, 05:31:35 PM
KTH, you still don't get it, this only works with Ike's PSAs.

I need help...

Code:
RSBE01
Smash Bros Brawl (US)

Alternate Stage Loader Data v1.1
* 46000010 00000000
* 44000000 005A7D00
* 6620001A 00000000
* 42415454 06000000
* 01200000 00000000
* 01400001 00000000
* 01100002 00000000
* 05000003 00000000
* 09000004 00000000
* 00600005 00000000
* 46494E41 05000000
* 01200000 00000000
* 01400001 00000000
* 01100002 00000000
* 05000003 00000000
* 09000004 00000000
* 4B415254 01000000
* 01200000 00000000
* 4458434F 01000000
* 01200000 00000000
* 43555354 01000000
* 01200000 00000000
* 4E455750 01000000
* 01200000 00000000
* 56494c4C 01000000
* 01200000 00000000
* 454d424c 01000000
* 01200000 00000000
* 00000DED FADEDEAD
* E0000000 80008000
Hold R+A    = 0120 (_A)
Hold L+A    = 0140 (_B)
Hold Z+A    = 0110 (_C)
Hold X+A   = 0108 (_D)
Hold Y+A   = 0104 (_E)
Hold L+R    = 0060 (_F)

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

Characters

Custom CSS V3 Phoenix Custom v1 [based on spunit262]
* 0668310C 00000030
* 387E006C 3B600000
* 3C808068 38840DE0
* 7CBB20AE 7CA50775
* 41800014 94A30004
* 3B7B0001 2C1B0032
* 4180FFE8 48000038
* 04690338 48000068
* 066900d8 00000008
* 2c170028 41820168
* 02680DE0 0022FFFF
* 06680DE0 0000002D
* 28000206 03070811
* 2801090E 1604131B
* 21121A0D 0F1F2925
* 5D0B2605 0C141017
* 205E1927 28152422
* 18235C0A 28282828

Regular Zelda Icon (CSS) [spunit262]
* 046900E8 60000000

CSS fixes for Samus/ZSS and Zelda/Shiek V2 [spunit262]
* 80693D50 38800004
* 06693D6C 00000008
* 38000000 3880000F
* 046900E8 60000000
* 04697F58 60000000
* 04697EEC 60000000

CSS Fix [Phantom Wings]
* 046A0C68 C2000000
* 0469DC18 40820030
* 0469DC40 2C030000
* 04689E88 60000000

Independent Pokemon Engine +no wreck My Music V2 [spunit262]
* 06407BD0 0000000E
* 04030F0D 1E1B1F1B
* 201B211B 221B0000
* C2684964 00000007
* 881400B8 2C00003F
* 41A00028 2C03001D
* 40A20008 3860001E
* 2C03001F 40A20008
* 38600020 2C030021
* 40A20008 38600022
* 987400B8 00000000

CSS fixes for Giga and Company V2 [spunit262]
* C2684940 00000002
* 9BB400B8 57BD06BE
* 2C1D001B 00000000
* 040AF8D4 546025B6
* 040AF964 546025B6
* 040AF830 546025B6
* 040AF528 546025B6
* 040AF810 546025B6
* 040AF880 546025B6
* 040AF848 546025B6

Custom Random V1 [spunit262]
* 06685824 0000000C
* 3C608068 7C630214
* 88630E80 00000000
* 046857F0 3AE00028
* 06680E80 00000028
* 00090713 02141121
* 060C0D25 0A0E0F0B
* 19161505 03041824
* 011A1F08 23201B5D
* 5E5C1017 26271222

Custom Ruleset
24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000100
0417F364 03000A02
0417F368 00010100
0417F36C 01000000
E0000000 80008000

-3 stock/8 minutes/TA on

Stages

Custom SSS v2.0 [Spunit262, Phantom Wings] - libertyernie's Stage Expansion Pack v3.0
* 046B8F5C 7C802378
* 046B8F64 7C6300AE
* 040AF618 5460083C
* 040AF68C 38840002
* 040AF6AC 5463083C
* 040AF6C0 88030001
* 040AF6E8 3860FFFF
* 040AF59C 3860000C
* 060B91C8 00000018
* BFA10014 7CDF3378
* 7CBE2B78 7C7D1B78
* 2D05FFFF 418A0014
* 006B929C 0000001F
* 066B99D8 0000001F
* 00010203 04050709
* 080A0B0C 0D0E0F10
* 11141516 1A191217
* 0618131D 1E1B1C00
* 006B92A4 00000013
* 066B9A58 00000013
* 1F202122 25242326
* 27282A2B 2C2D2E2F
* 30313200 00000000
* 06407AAC 00000066
* 01010202 03030404
* 05050606 48074708
* 0909330A 0B0B0C0C
* 0D0D0E0E 130F1410
* 15111612 17134614
* 19154416 1D171E18
* 1F19201A 211B221C
* 231D241E 451F2932
* 2A332B34 2C352D36
* 2F373038 3139323A
* 2E3BFFFF 0711250A
* 08081816 1C1D4018
* 4101421B 430F0000
The Stage Expansion Pack replaces some stock Brawl stages with custom ones and assigns the
original stages new custom slots. This is done so a few of the custom stages can have their own music
(at the expense of a few stock ones.)
This code puts all added stages at the end of the Melee menu by reorganizing which icons point to
which .PAC files. Note: all STGCUSTOM stages use the same music set as Battlefield. Don't select any
STGCUSTOM stages on the My Music menu. It is OK (and encouraged) to edit the music lists of stages
like Crisis City that have "hijacked" another stage's .PAC.
-Brawl Menu-
STGCUSTOM5.PAC (WarioWare, Inc.)
STGCUSTOM6.PAC (Hanenbow)
STGCUSTOM7.PAC (Flat Zone 2)
STGCUSTOM8.PAC (Rumble Falls)
STGCUSTOM9.PAC (75m)
-Melee Menu-
Spear Pillar --> STGDONKEY.PAC (Saffron City)
Bridge of Edlin --> STGPLANKTON.PAC (Hyrule Castle)
Rumble Falls --> STGJUNGLE.PAC (Kongo Jungle)
WarioWare, Inc. --> STGGW.PAC (Stop That Train!)
Green Hill Zone --> STGMADEIN.PAC (Crisis City)
Skyworld --> STGCUSTOM1.PAC (Smash Skiff)
Battlefield --> STGCUSTOM2.PAC (Lakeside Cliff)
Smashville --> STGCUSTOM3.PAC (World Martial Arts Tournament)
Lylat Cruise --> STGCUSTOM4.PAC (Venom)

Stage Roster Expansion System: v1.1
* E0000000 80008000
* 04043B20 3800003A
* 04043B40 1C060018
* 04043B58 38840018
* 04949C8C 3884B460
* 04949D10 3884B460
* 04949E20 3884B460
* 04949EFC 3884B460
* C294A588 00000003
* A063001A 2C030040
* 41800008 38600000
* 60000000 00000000
* C294A1D0 00000003
* 7C7D1B78 2C03FFFF
* 40820008 3FA0003F
* 60000000 00000000
* 04015564 48000010
* 2042AEB0 00000041
* 0442AEB0 00000000
* 80000000 8042AEB0
* 80000001 8042AEB0
* 60000030 00000000
* 8A001801 00000000
* 86000000 00000024
* 86000001 00000018
* 62000000 00000000
* 0042B34C 024B0000
* 80000000 8042B348
* 80000001 00000040
* 80000002 00000031
* 60000008 00000000
* 4A001000 00000000
* 94210001 00000000
* 16000004 00000010
* 73745F63 7573746F
* 6D002E72 656C0000
* 94010002 0000000D
* 86000000 00000018
* 86000001 00000001
* 86000002 00000001
* 62000000 00000000
* 80000000 8042BC18
* 80000001 8042B460
* 8A010001 00000000
* 0042BC18 010F0000
* 80000000 8042BC14
* 80000001 8042B560
* 80000002 00000031
* 60000008 00000000
* 4A001001 00000000
* 94210000 00000000
* 4A001000 00000000
* 16000000 00000008
* 43757374 6F6D3100
* 94010002 00000006
* 86000000 0000000C
* 86000001 00000004
* 86000002 00000001
* 62000000 00000000
* E0000000 80008000

Alternate Stage Loader v1.1 [Dantarion, Almas]
* C23FA360 00000024
* 91620000 90E20004
* 91820008 90620010
* 91220014 7D800026
* 3C602F70 60637269
* 80E10020 7C033800
* 408200D4 3C602F53
* 60635447 80E10044
* 7C033800 408200C0
* 80E10048 3D60DFDF
* 616BDFDF 7CE75838
* 3D60805A 616B7D00
* 816B0000 806B0000
* 892B0004 880B0005
* 2C030DED 41820090
* 7C033800 41820014
* 396B0008 1D290008
* 7D6B4814 4BFFFFD8
* 2C090000 41820030
* 396B0008 A0EB0000
* 3C60815E 60638420
* A0630002 7C071800
* 4182000C 3929FFFF
* 4BFFFFD8 886B0003
* 48000024 2C000000
* 4182003C 3C60815E
* 606325D0 80630000
* 7D2303D6 7D2049D6
* 7C691810 38E05F41
* 7CE71A14 B0E6FFFC
* 3C602E50 60634143
* 9066FFFE 38A5FFFE
* 38C60002 7D8FF120
* 81620000 80E20004
* 81820008 80620010
* 81220014 38000000
* 60000000 00000000

Alternate Stage Loader Data v1.1
* 46000010 00000000
* 44000000 005A7D00
* 6620000F 00000000
* 42415454 00100000
* 46494E41 00110000
* 4B415254 01000000
* 01200000 00000000
* 4458434F 01000000
* 01200000 00000000
* 43555354 01000000
* 01200000 00000000
* 4E455750 01000000
* 01200000 00000000
* 56494c4c 01000000
* 01200000 00000000
* 454d424c 01000000
* 01200000 00000000
* 00000DED FADEDEAD
* E0000000 80008000
Hold R+A    = 0120 (_A)
Hold L+A    = 0140 (_B)
Hold Z+A    = 0110 (_C)
Hold Up+A   = 0108 (_D)
Hold Down+A = 0104 (_E)

WiFi Training Room Music: Credits (Super Smash Bros.)
* 0410FE04 386327ED

Unrestricted Replay Camera
* 0409E934 60000000
* 0409E93C 60000000
* 0409E9AC FC201890
* 0409E9B8 FC600090
* 0409E9BC FC000890
* 0409E9C8 FC001890

Save Tags in Replays v3 [Y.S.]
* 0404B140 38A00000

Colored shields [Phantom wings] (20 lines)
* 4A000000 80F59A60
* 14000088 FF3AB700
* 14000090 FF000000
* 140000A0 FF000000
* 140000A8 00000000
* 4A000000 80F59ED4
* 14000088 00FFFF00
* 14000090 0000FF00
* 140000A0 0080FF00
* 140000A8 00000000
* 4A000000 80F5A348
* 14000088 FAF9E100
* 14000090 FFFF0000
* 140000A0 FFFF8000
* 140000A8 00000000
* 4A000000 80F5A7BC
* 14000088 88FCAE00
* 14000090 00FF0000
* 140000A0 00C00000
* 140000A8 00000000

Unrestricted Control Editing [spunit262]
* 211973CC 7CC6F82E
* 051973CC 38C20060
* 05197468 38620060
* 05197574 38820060
* 05197680 38E20060
* 051976B4 38620060
* 051978CC 38E20060
* 065A9380 0000000A
* 00010203 04050A0B
* 0C0D0000 00000000
* E0000000 80008000

Unrestricted pause camera - NTSC-U
* 040A7D60 4E800020
* 04109D88 38800001
Screenshot, screenshots, screenshots!

Allow Replays Longer Than Three Minutes [brkirch]
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Olimar Sound mod
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

RSBE01:
codeliststart = 80570000
codelistend = 80580000
poke(800042B8, 60000000)
poke(803E9930, 60000000)

Using this, Olimar doesn't gets the whole Ike Sound Bank (Only gets Side B's slashing sounds and the NB Fire Ball hit sound, but if Ike is in the match, Olimar's Cloud will have the Sound Bank)

Can't do Third Jab either.


Title: Re: The Clone Engine Progression
Post by: toastoftriumph on February 25, 2011, 05:38:54 PM
I'm so happy to see such tremendous progress. I hope PW keeps up the great work and is able to complete the generic module cloning thing and make it able to work over empty char slots.


Title: Re: The Clone Engine Progression
Post by: KTH on February 26, 2011, 06:20:23 AM
Guys, are you agree if i do a giant pack of Cloud?
Recolors. Victory Music.
CSP, Portrais, Stock Icons, all. Ready just need to extract.


Title: Re: The Clone Engine Progression
Post by: DoctorFlux(Mariodk) on February 26, 2011, 06:51:33 AM
i hope soon the Clone engine will be done for Sonic so we can get a full working Shadow over XXXX and for Luigi too for the kid goku over a other then Luigi
if the Luigi is done first i will drop Kid goku over Lucario and work more on the kid goku over Luigi


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 08:49:12 AM
Guys, are you agree if i do a giant pack of Cloud?
Recolors. Victory Music.
CSP, Portrais, Stock Icons, all. Ready just need to extract.

I'm working in one for myself, but I'm missing the IN-Battle Logo, and the Result Screen's name and logo as well, know how can I replace those?


Title: Re: The Clone Engine Progression
Post by: Ultraxwing on February 26, 2011, 10:58:04 AM
The info.pac can change the name...

i forget the ingame portraits though.


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 26, 2011, 11:03:49 AM
I need to know where the result name and logo are located.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 11:15:07 AM
I need to know where the result name and logo are located.

Did you manage to change the Result Screen's character portrait succesfully? I get a freeze when I added the MenSelchrFaceB240.brres (Cloud's CSPs from my Common5 over Olimar) to
Private\Wii\APP\RSBE\Pf\Menu\Common\char_bust_tex.

Also, anyone, any idea why these codes work, but Cloud isn't getting the Third Jab?

Code:
Olimar Sound mod
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


Title: Re: The Clone Engine Progression
Post by: DoctorFlux(Mariodk) on February 26, 2011, 11:16:09 AM
i am thinking on port a Shadow over Ike (if possible ofc) so we also can use him on olimar or G&W or someone else just until the .rel come for Sonic


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 26, 2011, 11:19:35 AM
I need to know where the result name and logo are located.

Did you manage to change the Result Screen's character portrait succesfully? I get a freeze when I added the MenSelchrFaceB240.brres (Cloud's CSPs from my Common5 over Olimar) to
Private\Wii\APP\RSBE\Pf\Menu\Common\char_bust_tex.

Also, anyone, any idea why these codes work, but Cloud isn't getting the Third Jab?

Code:
Olimar Sound mod
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

Make sure that the MenSelchrFaceB240.brres doesn't have any sort of compression.
Also, I got the result screen mark changed.
Problem is, it isn't a texture, but a model.


Title: Re: The Clone Engine Progression
Post by: Ultraxwing on February 26, 2011, 11:24:56 AM
What about the Result screen names to change???

i swear i'll make hawt monkey love to you, if you found out how to change their result names.


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on February 26, 2011, 11:30:24 AM
Result Logo? Where is it?
It might have a PAT0 pattern....

As might wherever the model for the result names are.


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 26, 2011, 11:33:02 AM
The result logos are in STGRESULT.pac, in miscdata[110], 3DModels the InfResultMark**_TopN.mdl0 files.


Title: Re: The Clone Engine Progression
Post by: KTH on February 26, 2011, 11:36:08 AM
I need to know where the result name and logo are located.

I found a file on pf/menu/result/result_en.pac


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 26, 2011, 11:37:21 AM
I need to know where the result name and logo are located.

I found a file on pf/menu/result/result_en.pac
That the same file as the miscdata[110] from the STGRESULT.pac file.


Title: Re: The Clone Engine Progression
Post by: Ultraxwing on February 26, 2011, 11:43:54 AM
But where are the names?

oh and does someone have the Naruto Announcer call? that i can haz


oh and does someone have the a sound bank modifier for Game and Watch?


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 11:46:56 AM
I need to know where the result name and logo are located.

Did you manage to change the Result Screen's character portrait succesfully? I get a freeze when I added the MenSelchrFaceB240.brres (Cloud's CSPs from my Common5 over Olimar) to
Private\Wii\APP\RSBE\Pf\Menu\Common\char_bust_tex.

Also, anyone, any idea why these codes work, but Cloud isn't getting the Third Jab?

Code:
Olimar Sound mod
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

Make sure that the MenSelchrFaceB240.brres doesn't have any sort of compression.
Also, I got the result screen mark changed.
Problem is, it isn't a texture, but a model.

Managed to fix it, thanks a lot! I'll have to add the CSPs to the .brres manually for 'em to not compress.

Managed to change the Result Screen mark? If so, could you upload it?

(No one has any idea why my Olimar Cloud can't do the Third Jab? D:, I'm using SDo0m's PSA) Also, using Ike's Sound Bank over Olimar Code doesn't gets all the Sounds working, unless Ike is in the fight.


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 26, 2011, 11:56:00 AM
(http://img713.imageshack.us/img713/2825/uvs110226001.png)
Sorry for the quality of the picture, but it shows that it is possible to swap icons.
Also, I haven't found where the names are, but I am almost positive that they are controlled by the nameN bone in the InfResultPanel_TopN.mdl0 file.


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on February 26, 2011, 12:06:57 PM
Hmm.... it does have a PAT0 entry.
I'm gonna look into it more.


Title: Re: The Clone Engine Progression
Post by: KTH on February 26, 2011, 12:15:39 PM
You have put the Smash Bros. Icons. You can change the icons of Pikmin?


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 26, 2011, 12:18:51 PM
It's because those icons aren't textures, but models without textures.
Therefore I chose to replace Olimar's icon with the Smash icon.


Title: Re: The Clone Engine Progression
Post by: KTH on February 26, 2011, 12:21:45 PM
Try to rename the model bone.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 12:24:50 PM
It's because those icons aren't textures, but models without textures.
Therefore I chose to replace Olimar's icon with the Smash icon.

Means that for Cloud and Naruto, we'd have to make a name Model, right?


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 26, 2011, 12:27:45 PM
Try to rename the model bone.
Do you even understand what I just said?
These icons are flat models with no textures.
You can replace them with each other.
But if I want for example Naruto's own icon, I would have to vertex a already existing one.

It's because those icons aren't textures, but models without textures.
Therefore I chose to replace Olimar's icon with the Smash icon.

Means that for Cloud and Naruto, we'd have to make a name Model, right?
You mean icon, right?
Because the names still aren't found yet.


Title: Re: The Clone Engine Progression
Post by: KTH on February 26, 2011, 12:30:59 PM
Try to rename the model bone.
Do you even understand what I just said?
These icons are flat models with no textures.
You can replace them with each other.
But if I want for example Naruto's own icon, I would have to vertex a already existing one.

It's because those icons aren't textures, but models without textures.
Therefore I chose to replace Olimar's icon with the Smash icon.

Means that for Cloud and Naruto, we'd have to make a name Model, right?
You mean icon, right?
Because the names still aren't found yet.

Ok.


Title: Re: The Clone Engine Progression
Post by: Ultraxwing on February 26, 2011, 12:31:09 PM
I supect the names to be models as well, especially the way they sorta show the whole name in big, then shrink it


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 12:36:50 PM
Try to rename the model bone.
Do you even understand what I just said?
These icons are flat models with no textures.
You can replace them with each other.
But if I want for example Naruto's own icon, I would have to vertex a already existing one.

It's because those icons aren't textures, but models without textures.
Therefore I chose to replace Olimar's icon with the Smash icon.

Means that for Cloud and Naruto, we'd have to make a name Model, right?
You mean icon, right?
Because the names still aren't found yet.

Yeah, I meant that.

Other than this, what'd we be missing? I suppose stuff from SSE


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on February 26, 2011, 12:57:04 PM
Can Anyone give me a list of characters that can be "cloned" onto other characters and if this would remove the filesize limit?

like say I "cloned" ZSS to Mister GAW, or Olimar, would I use ZSS's.pac and rename it to whatever olimars.pac?


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on February 26, 2011, 12:57:41 PM
I'm pretty sure you have to vertex the model into something you want to if it's custom.

That model has very little PAT0 entries....


Title: Re: The Clone Engine Progression
Post by: KTH on February 26, 2011, 01:31:22 PM
I have try something, i've change the model of Pikmin by a Model/texture. Wait.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 01:42:24 PM
I'm pretty sure you have to vertex the model into something you want to if it's custom.

That model has very little PAT0 entries....


Yeah, exactly my thought, for now, Cloud and Naruto should be vertexed first to see if it's possible.

For Cloud, I'm using this Logo:
(http://i68.photobucket.com/albums/i6/X-Cloud/Brawl/CSPs/MenSelchrMark14.png)

It's the one that suits the most, 'cause it'd work for Sephiroth as well. (Regarding FFVII characters)


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on February 26, 2011, 01:43:50 PM
You MIGHT have an easier time using a logo representing Final Fantasy in general, such as a Crystal.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 01:50:24 PM
You MIGHT have an easier time using a logo representing Final Fantasy in general, such as a Crystal.


Yeah, I agree, plus, this one I showed would be hard to vertex, I assume. XD

(So far I've edited:

In-game Name/Portrait/Logo
CSS Name/Portraits/Logo
Result Screen's Portraits)

Could anyone help me regarding the Stock Icons? I made a few but they freeze my game... Here's one of 'em:

(http://i68.photobucket.com/albums/i6/X-Cloud/Brawl/CSPs/DawnKnightStockIcon.png)

On another note, I can't get the Third Jab of Cloud to work on Olimar, still, think I should try if it works with Naruto or something? Also, who else is experiencing what I am regarding the Sounds? Like, if the real Ike is not present in the match, Cloud would only have Side B's slashing sounds and projectiles' sounds.


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on February 26, 2011, 02:23:32 PM
The sounds work fine for me. Check your code and/or region.

BTW, That code may not work correctly with JP/PAL BSARS.

As for the Stock head, check the palettes.
Index it (16 colors) and save.
Then use BB to replace it.


Title: Re: The Clone Engine Progression
Post by: KAZECoyote on February 26, 2011, 04:57:33 PM
Im working on Cloud css portraits.


Here (http://s3.amazonaws.com/data.tumblr.com/tumblr_lh90td5EbT1qfabbbo1_1280.png?AWSAccessKeyId=0RYTHV9YYQ4W5Q3HQMG2&Expires=1298850571&Signature=AVbBasbpIifEp4L%2Bf1dmY3q82jo%3D)
Classic/FFVII - Dissidia - Post Crisis Core
Kingdom Hearts - Dawn Warrior - Advent Children

small left hand, cba to fix.


Title: Re: The Clone Engine Progression
Post by: KTH on February 26, 2011, 05:00:54 PM
Awesome.


Title: Re: The Clone Engine Progression
Post by: DrKoala on February 26, 2011, 05:03:46 PM
Eh... even though I already asked this in the other thread about this, I guess it'll get more attention here, so...

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?


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on February 26, 2011, 05:12:19 PM
Exactly! Calamitas, the codes are not necessary


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 06:03:37 PM
The sounds work fine for me. Check your code and/or region.

BTW, That code may not work correctly with JP/PAL BSARS.

As for the Stock head, check the palettes.
Index it (16 colors) and save.
Then use BB to replace it.

I'm NTSC-U... This is too damn weird.


Title: Re: The Clone Engine Progression
Post by: Ultraxwing on February 26, 2011, 06:54:33 PM
is there any way to get Ike to work over Sheik?


Title: Re: The Clone Engine Progression
Post by: epicZERO on February 26, 2011, 07:18:57 PM
I have 1 problem in my machinima... we have 2 toon links, suppose to fight completely different. can someone try getting a toonlink over yoshi? we need it asap...
i have other requests, but this one is at the top of our priority lists. please help.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 26, 2011, 07:36:59 PM
I have 1 problem in my machinima... we have 2 toon links, suppose to fight completely different. can someone try getting a toonlink over yoshi? we need it asap...
i have other requests, but this one is at the top of our priority lists. please help.
The clone engine hasn't been devolped that far yet. Come back later, and try not to sound so demanding :srs:

EDIT: Wow my keyboard has really been trying to screw with me lately...


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on February 26, 2011, 07:42:10 PM
SSJCerious: I have to agree with you. Besides, I think those who are developing this clone engine will develop the character they want first, the first was Ike, the second will be the one they chose, maybe Toon Link, or an other, but one that they chose, probably one who has a lot of Psa, which would be truly logic. Anyway, we'll have to be patient, and this is what you will have to do too epicZERO.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 08:10:34 PM
The sounds work fine for me. Check your code and/or region.

BTW, That code may not work correctly with JP/PAL BSARS.

As for the Stock head, check the palettes.
Index it (16 colors) and save.
Then use BB to replace it.

This is the one I've been trying:

Code:
Olimar Sound mod
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

I'm right now using a non-dual layer Copy of SSBB NTSC-U via Configurable USB Loader.... Any ideas?


Title: Re: The Clone Engine Progression
Post by: Ultraxwing on February 26, 2011, 08:27:21 PM
It might be the version of Brawl your using.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 26, 2011, 08:40:49 PM
It might be the version of Brawl your using.

Be more specific. o_o

EDIT:...I'm the biggest dumb you'll ever meet...

I was saving the .GCT in ROOT/Codes when I should have been saving them on ROOT/usb-loader/codes...

It happened 'cause it was recently that my Wii Lens died and I started using the codes via CFG USB Loader (I used to use it, but with other games on my External Hard Drive, games I never use codes on)


Title: Re: The Clone Engine Progression
Post by: epicZERO on February 26, 2011, 10:37:16 PM
SSJCerious: I have to agree with you. Besides, I think those who are developing this clone engine will develop the character they want first, the first was Ike, the second will be the one they chose, maybe Toon Link, or an other, but one that they chose, probably one who has a lot of Psa, which would be truly logic. Anyway, we'll have to be patient, and this is what you will have to do too epicZERO.
im sorry for sounding so demanding, but when this came out, it solved half my problems. the other half was the toon link. and i am very paitient, so paitient, i eventually forget. then when it comes again, the cycle starts over. again, i appologize. good luck with all this. i wish there was a way i could help, but all im good for is animations and textures.

and also, a thing to concider... giga bowser and super wario have their own psas. would replacing even bowser or wario kill the whole process and just crash?


Title: Re: The Clone Engine Progression
Post by: Ultraxwing on February 26, 2011, 10:57:12 PM
No bowser/zelda/samus/wario.

all character affiliated with them all use the same .REL

which is why i think when i tried to replace Ike over Wario is why it froze.


Title: Re: The Clone Engine Progression
Post by: DoctorFlux(Mariodk) on February 27, 2011, 12:48:58 AM
SSJCerious: I have to agree with you. Besides, I think those who are developing this clone engine will develop the character they want first, the first was Ike, the second will be the one they chose, maybe Toon Link, or an other, but one that they chose, probably one who has a lot of Psa, which would be truly logic. Anyway, we'll have to be patient, and this is what you will have to do too epicZERO.
i think the 2nd. char. is Sonic for the Clone engine since so many Shadows and PSAs for it and many ppl want a Shadow over XXXX (not sonic) and full working


Title: Re: The Clone Engine Progression
Post by: SiLeNtDo0m on February 27, 2011, 02:50:03 AM
ALL HAIL THE GREAT GENIUS OF AWESOME THAT IS PHANTOMWINGS!!

That man is a f****** GOD


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on February 27, 2011, 03:32:39 AM
Mariodk: This is what you think, but maybe it is not what they think, even if what you think I have to agree makes sense. So they will probably be the only ones to decide.


Title: Re: The Clone Engine Progression
Post by: _Data_Drain_ on February 27, 2011, 04:37:55 AM
ALL HAIL THE GREAT GENIUS OF AWESOME THAT IS PHANTOMWINGS!!

That man is a f****** GOD
Amen to that dude... Amen to that.


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 27, 2011, 08:02:44 AM
SSJCerious: I have to agree with you. Besides, I think those who are developing this clone engine will develop the character they want first, the first was Ike, the second will be the one they chose, maybe Toon Link, or an other, but one that they chose, probably one who has a lot of Psa, which would be truly logic. Anyway, we'll have to be patient, and this is what you will have to do too epicZERO.
i think the 2nd. char. is Sonic for the Clone engine since so many Shadows and PSAs for it and many ppl want a Shadow over XXXX (not sonic) and full working
I suspect it's either one the these 2:
Link (he tried to do Link last time, so it is likely he'll try it again)
Lucario (mainly because of Mewtwo)


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 08:07:21 AM
Yay, if its Link then I get Zero again, if its Lucario then I get Mewtwo AND Goku! So either or, it's epic WIN :D


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 27, 2011, 08:13:19 AM
I hope he'll do Lucario first, but there is no way to tell what he'll do and when he'll do it.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 27, 2011, 08:13:57 AM
I bet he'll do Marth!


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 27, 2011, 08:15:53 AM
I bet he'll do Marth!
Marth has no articles, so that would be kinda redundant...


Title: Re: The Clone Engine Progression
Post by: Albafika on February 27, 2011, 08:19:34 AM
I bet he'll do Marth!
Marth has no articles, so that would be kinda redundant...

Hmm... I forgot about that. =/

On another note: Managed to find the Result Screen's Name ds22? I've been looking in technically every file... But there are TOO DAMN models, at first I was just looking at the Textures part of every file...


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 27, 2011, 08:22:47 AM
I haven't found them.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 08:24:50 AM
I bet he'll do Marth!
Marth has no articles, so that would be kinda redundant...
Wait.....why would that be redundant? Can Marth already be ported without complications??? I doubt it....


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 27, 2011, 08:30:43 AM
Marth and Jiggz are already portable (since they lack article data).
Remember Dantarion's post months ago?


Title: Re: The Clone Engine Progression
Post by: DMN666 on February 27, 2011, 08:32:58 AM
This probably gonna sound like a request topic but...i want Peach over Diddy/G&W/ or Olimar!

Or if someone can give me a guide on a do it yourself >w>

Also if someon can be as kind as to get all the codes that work in 1 post so no one well get lost or confused..that would be great |D


Title: Re: The Clone Engine Progression
Post by: Albafika on February 27, 2011, 08:33:10 AM
Marth and Jiggz are already portable (since they lack article data).
Remember Dantarion's post months ago?

But they're not released. D;


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on February 27, 2011, 08:35:55 AM
LuckyEva: Sorry but for now, I think it isn't possible. The only character that we can surely port over other characters is Ike. And it seems Marth and Jigglypuff too, and maybe Meta Knight, (if I follow your logic he should, he doesn't have articles) but I'm not sure if it is released or not for those three... And I don't know if it is the same way in order to port them.


Title: Re: The Clone Engine Progression
Post by: standardtoaster on February 27, 2011, 08:36:39 AM
Metaknight does have articles. Tornado and dcape.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 08:36:59 AM
Marth and Jiggz are already portable (since they lack article data).
Remember Dantarion's post months ago?

But they're not released. D;
This, lol


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on February 27, 2011, 08:39:42 AM
Oh excuse me. I read somewhere that he didn't have any articles.

http://forums.kc-mm.com/index.php?topic=1337.0

Here, it is where I read it, so I suppose it is not true in all informations... I wonder if Captain falcon is in this case.


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 27, 2011, 08:42:33 AM
I said article data, which only Marth and Jiggz lack.
And a patched Jiggz module over Marth was indeed released.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 08:45:31 AM
Not on KC-MM (I think). Can you please link it to me ds22?


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 27, 2011, 08:47:06 AM
Not on KC-MM (I think). Can you please link it to me ds22?
May be a bit rude, but go search Dantarion's Clone Engine thread on SWF.

EDIT: Oh, I see that the DL was removed.
Oh well...
But seriously, it's very easy to patch a Marth .rel if you know what your doing.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 08:51:34 AM
It was removed? *sigh* If I only knew what to do....XD
Is there any tutorial or guide you know of? Where on smashboards would I look for one?


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on February 27, 2011, 08:53:18 AM
http://opensa.dantarion.com/wiki/Category:Clone_Engine


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 09:04:45 AM
Thanks alot, hopefully I'll be able to port Sasuke over to someone I don't use.

EDIT: HELL NO, THIS IS WAY TOO MUCH FOR A NEWB LIKE ME! lol


Title: Re: The Clone Engine Progression
Post by: Albafika on February 27, 2011, 09:07:27 AM
Thanks alot, hopefully I'll be able to port Sasuke over to someone I don't use.

EDIT: HELL NO, THIS IS WAY TOO MUCH FOR A NEWB LIKE ME! lol

XDD same.


Title: Re: The Clone Engine Progression
Post by: Tempo_ on February 27, 2011, 09:36:02 AM
... Can we replace Alloys with this?


Title: Re: The Clone Engine Progression
Post by: dark sonic 19 on February 27, 2011, 09:49:33 AM
Ok i was just useing ike over GW and when i press side b it freezs


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 10:00:05 AM
Ok i was just useing ike over GW and when i press side b it freezs
....You DID put the ft_gamewatch.rel in the module folder, right?


Title: Re: The Clone Engine Progression
Post by: dark sonic 19 on February 27, 2011, 10:10:55 AM
yes i did and when i press side b the freezs when i do that and its not my hacks doing this.


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on February 27, 2011, 10:30:19 AM
You may have to change G&W's ICs to Ike's IC's.


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on February 27, 2011, 10:34:08 AM
ANY NEWS ON OTHER CHARACTERS BEING PORTED YET??


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 10:39:19 AM
ANY NEWS ON OTHER CHARACTERS BEING PORTED YET??
Obviously not, or it wouldve been posted by someone important like EternalYoshi, ds22, or PhantomWings himself. No offense, but thats a really stupid question. Couldnt you just search through the last few pages yourself, or go to the Clone Engine Progression thread? :srs:

EDIT: Wait, this is the clone engine progression thread.... :>.>palm:


Title: Re: The Clone Engine Progression
Post by: SmashClash on February 27, 2011, 10:40:51 AM
Ok i was just useing ike over GW and when i press side b it freezs
Hm. Works for me.


Title: Re: The Clone Engine Progression
Post by: JOEYSX5 on February 27, 2011, 12:41:51 PM
Result Logo? Where is it?
It might have a PAT0 pattern....

As might wherever the model for the result names are.

Too this day, I am unsuccesful to where those are located.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 27, 2011, 03:14:42 PM
Result Logo? Where is it?
It might have a PAT0 pattern....

As might wherever the model for the result names are.

Too this day, I am unsuccesful to where those are located.

They found the Result Screen's logo, actually.

Edit: Result's Name is missing, though.


Title: Re: The Clone Engine Progression
Post by: KAZECoyote on February 27, 2011, 04:29:55 PM
(http://25.media.tumblr.com/tumblr_lhaue6WOv61qfabbbo1_250.gif)
I drew some Cloud CSS portraits of my fav cloud costumes.


Title: Re: The Clone Engine Progression
Post by: nanobuds on February 27, 2011, 04:32:34 PM
if you make a sonic clone engine i will love you forever as well as other people :af:


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 04:34:11 PM
([url]http://25.media.tumblr.com/tumblr_lhaue6WOv61qfabbbo1_250.gif[/url])
I drew some Cloud CSS portraits of my fav cloud costumes.

You monster....how am I supposed use these beastly CSPs if they are in a .gif?? T__T


Title: Re: The Clone Engine Progression
Post by: Beyond on February 27, 2011, 04:37:49 PM
([url]http://25.media.tumblr.com/tumblr_lhaue6WOv61qfabbbo1_250.gif[/url])
I drew some Cloud CSS portraits of my fav cloud costumes.


You sir, have the same Clouds that I use. Could you post each individual portrait please?


Title: Re: The Clone Engine Progression
Post by: KAZECoyote on February 27, 2011, 04:38:42 PM
([url]http://25.media.tumblr.com/tumblr_lhaue6WOv61qfabbbo1_250.gif[/url])
I drew some Cloud CSS portraits of my fav cloud costumes.

You monster....how am I supposed use these beastly CSPs if they are in a .gif?? T__T


Im going to release it in a pack with the other images that goes along with it. that or put them in a Cloud pack thats already created.


Title: Re: The Clone Engine Progression
Post by: Roo on February 27, 2011, 04:43:45 PM
... Can we replace Alloys with this?

OH MY GOOOOOOOOOD!!!! O_O


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on February 27, 2011, 04:49:24 PM
if you make a sonic clone engine i will love you forever as well as other people :af:

Or just make the clone engine work for other characters besides ike...
imagine a match with all overpowered ganondorf psas lol


Title: Re: The Clone Engine Progression
Post by: nanobuds on February 27, 2011, 04:59:11 PM
if you make a sonic clone engine i will love you forever as well as other people :af:

Or just make the clone engine work for other characters besides ike...
imagine a match with all overpowered ganondorf psas lol

hes working on it. you need a seperate code and module for each character. and i think right now Phantom Wings is workin on making more


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 05:00:06 PM
Look, its being worked on. Ike was a BETA, BETAS arent supposed to be finish. You guys should just calm down and stop asking for something that doesnt even exist.


Title: Re: The Clone Engine Progression
Post by: Beyond on February 27, 2011, 05:14:18 PM
Look, its being worked on. Ike was a BETA, BETAS arent supposed to be finish. You guys should just calm down and stop asking for something that doesnt even exist.


^This. :srs:

Seriously. Stop making requests and sh*t, it's annoying. Each character is different and most other characters are going to take more time than Ike to have a patched .rel created considering Ike only has one article and most other characters have more.


Title: Re: The Clone Engine Progression
Post by: KAZECoyote on February 27, 2011, 05:55:28 PM
Im trying to get my cloud CSPs into the game. I put them in the common5.pac and keep the same file format and number of colors. but the game freezes when entering the CSS. what am i doing wrong? i have custom stage portraits in the same common5 and they worked. I dont normally work with the css, pretty new at it.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 05:58:02 PM
Youve most likely reached the file size limit. Try importing them in CMPR, along with exporting and reimporting some other CSPs in CMPR. Trust me, this cuts filesize by ALOT and has helped me in my days of CSS making :)


Title: Re: The Clone Engine Progression
Post by: nanobuds on February 27, 2011, 05:59:53 PM
Look, its being worked on. Ike was a BETA, BETAS arent supposed to be finish. You guys should just calm down and stop asking for something that doesnt even exist.


^This. :srs:

Seriously. Stop making requests and sh*t, it's annoying. Each character is different and most other characters are going to take more time than Ike to have a patched .rel created considering Ike only has one article and most other characters have more.

and u say WE need to calm down....?


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 06:04:56 PM
 :notimp:
Don't try to play that card.
We are simply telling you guys to stop requesting all the time, the word sh*t or the  :srs: face,
does not necessarily show anger as your implying. We say calm down as in "happy excitement" (thats what I call it), and not the "rage excitement" you imply.
Got it memorized?


Title: Re: The Clone Engine Progression
Post by: nanobuds on February 27, 2011, 06:09:31 PM
i wasnt requesting. it was a suggestion. ik that he wont make everything right away. i was just saying tht everyone will love a sonic clone lol. ppl here tend to get worked up so freaking easily lol


Title: Re: The Clone Engine Progression
Post by: KAZECoyote on February 27, 2011, 06:15:03 PM
Youve most likely reached the file size limit. Try importing them in CMPR, along with exporting and reimporting some other CSPs in CMPR. Trust me, this cuts filesize by ALOT and has helped me in my days of CSS making :)
it worked! thanks!


Title: Re: The Clone Engine Progression
Post by: SmashClash on February 27, 2011, 06:24:42 PM
Youve most likely reached the file size limit. Try importing them in CMPR, along with exporting and reimporting some other CSPs in CMPR. Trust me, this cuts filesize by ALOT and has helped me in my days of CSS making :)

it worked! thanks!

Whenever I put Cloud CSPs over Mr. Game & Watch the game froze.
Does anyone know what format I need to put Cloud CSPs over GW without any freezing?
Here's my Common5.pac without Cloud CSPs:

http://www.mediafire.com/?8eop1rphnyuz3ks


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 27, 2011, 06:39:54 PM
smashclash, if no one does it by then, ill do it for you 2morrow (on my fone right now)


Title: Re: The Clone Engine Progression
Post by: SmashClash on February 27, 2011, 06:42:20 PM
smashclash, if no one does it by then, ill do it for you 2morrow (on my fone right now)
Ok. Thanks.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 27, 2011, 06:43:20 PM
i wasnt requesting. it was a suggestion. ik that he wont make everything right away. i was just saying tht everyone will love a sonic clone lol. ppl here tend to get worked up so freaking easily lol

EVERYONE would love to have EVERYONE'S .rel, no need to point it out, it just makes it sound like a request.

Quit the OFF-Topic, please, guys.


Title: Re: The Clone Engine Progression
Post by: Tempo_ on February 27, 2011, 07:12:08 PM
So...

just by looking at the files, Alloys only have 4 files in the "Fighter" directory.

Phantom Wings said we have to replace ALL the files that pertain to models in it.
Alloys have no FitZakoThingFinal.pac or any of that.

*big frowny face*


Title: Re: The Clone Engine Progression
Post by: KAZECoyote on February 27, 2011, 07:46:05 PM
These are looking nice ingame. made the stock icons.
(http://i135.photobucket.com/albums/q151/bluecoyote12/cstka.png)
(http://i135.photobucket.com/albums/q151/bluecoyote12/cloudaa.png)

now im looking for the in match damage portraits so i can make them, then ill upload the rar for everyone.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 27, 2011, 07:47:12 PM
These are looking nice ingame. made the stock icons.
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cstka.png[/url])
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cloudaa.png[/url])

now im looking for the in match damage portraits so i can make them, then ill upload the rar for everyone.


Is that Stock Icon working for you in-game?


Title: Re: The Clone Engine Progression
Post by: KAZECoyote on February 27, 2011, 07:47:39 PM
yeah, it is.


Title: Re: The Clone Engine Progression
Post by: Albafika on February 27, 2011, 08:02:47 PM
Guys... Is it possible for this to replace Wario Man or Giga Bowser?


Title: Re: The Clone Engine Progression
Post by: SmashClash on February 27, 2011, 08:13:47 PM
These are looking nice ingame. made the stock icons.
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cstka.png[/url])
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cloudaa.png[/url])

now im looking for the in match damage portraits so i can make them, then ill upload the rar for everyone.

The 1st Cloud pic is good but the CSP doesn't match BY's newest Cloud.
Btw, is your Cloud over GW?

--------
@Wolfric-
If they originally have an entry, result, dark, final, and spy.pac then yes. But I'm sure they don't have all of that.


Title: Re: The Clone Engine Progression
Post by: SmashClash on February 27, 2011, 09:06:35 PM
Updated 2nd post with Ike over GW has 3 jabs(finally)! :happy:


Title: Re: The Clone Engine Progression
Post by: KTH on February 28, 2011, 05:20:33 AM
These are looking nice ingame. made the stock icons.
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cstka.png[/url])
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cloudaa.png[/url])

now im looking for the in match damage portraits so i can make them, then ill upload the rar for everyone.


Is that Stock Icon working for you in-game?


Awesome.


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on February 28, 2011, 04:23:56 PM
If anyone cares, I made 4 recolors of the recent Advent Children Cloud. If anyone wants them, I'll put them on BV.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 28, 2011, 04:30:30 PM
DO I-Wait...anyone know how to get recolors over Game&Watch?


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on February 28, 2011, 04:36:14 PM
You can't.

10 hard coded single costume.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on February 28, 2011, 04:42:04 PM
So sad....oh well, less CSPs and icons to track down :)


Title: Re: The Clone Engine Progression
Post by: SmashClash on February 28, 2011, 05:04:43 PM
You can't.

10 hard coded single costume.
Ok, now I know.


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on March 05, 2011, 10:25:33 AM
If anyone cares, I made 4 recolors of the recent Advent Children Cloud. If anyone wants them, I'll put them on BV.
I need them, to put over Olimar ;D


Title: Re: The Clone Engine Progression
Post by: SSJCerious on March 05, 2011, 01:43:50 PM
Im trying to replace clooud with olimar but my csps for him arent working i but the sc_selcharacter.pac file in the menu2 folder but my csps and the css icon along with the text doesnt change. help?
Help section. It exists for a reson.


Title: Re: The Clone Engine Progression
Post by: SiLeNtDo0m on March 05, 2011, 01:46:04 PM
These are looking nice ingame. made the stock icons.
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cstka.png[/url])
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cloudaa.png[/url])

now im looking for the in match damage portraits so i can make them, then ill upload the rar for everyone.

The 1st Cloud pic is good but the CSP doesn't match BY's newest Cloud.
Btw, is your Cloud over GW?

--------
@Wolfric-
If they originally have an entry, result, dark, final, and spy.pac then yes. But I'm sure they don't have all of that.


Of course it doesn't.  That's a CSP for KAZE's recent Dissidia Cloud vertex XD  If you check KAZE's topic, you can see that he's done CSPs for all the Cloud costumes.


Title: Re: The Clone Engine Progression
Post by: RevengeHunter on March 05, 2011, 04:48:57 PM
Just a theory: since all the Cloud stuff like SFX was made for Ike wouldn't it be easier to just port Ike over Olimar/G&W instead of Cloud? That would eliminate the need for all those (future) Cloud ports.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on March 05, 2011, 05:54:47 PM
That's what I did, I ported Ike to Olimar, Cloud to GameandWatch, and kept Naruto on Ike.


Title: Re: The Clone Engine Progression
Post by: SmashClash on March 05, 2011, 06:33:51 PM
I kept Olimar because of all its good vertexes.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on March 05, 2011, 07:29:26 PM
Is porting to Wario possible? If so, could someone make me a wario .rel (I've tried so many times, followed the tutorial, and I somehow manage to fail. :srs: Could someone do this, please? Sorry for begging....)


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on March 06, 2011, 06:23:34 AM
I have a question, it seems completely idiot, and I'm sorry if it pisses off some people... But I need to know.

When you port Ike for example to Olimar, is it possible to have different voices for both Ike and Ike ported on Olimar? And if it possible to have different voices like this, are Olimar's original voices are the ones which need to be replaced? Because if it is the case, I suppose it would be better to port Ike over an other character... As Olimar has only four voices...


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on March 06, 2011, 06:38:56 AM
First of all, Olimar has more then 4 voices (he has the SFX like the Dolphin SFX, all the Pikmin SFX and his hitting SFX as well as copies of the 4 voices you talk about).
Second, it is possible to have different voices for Ike and an Ike clone, you just need to edit a lot of SFX data in PSA to fit it over the wished sounds/soundbank.


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on March 06, 2011, 06:52:20 AM
Ok, that was what I wanted to know. Thank you very much! But I'm really surprised to learn that Olimar has more than four voices, excluding the sound effects because when I watch his waves, there are only 4. But I always wondered why this number didn't correspond to the number of datas that are in the sound folder... Anyway, good luck for the progresses all people will make about the clone engine. I wonder who will be the next to be able to be ported. And if someday, I'm sure it won't be soon, we will be able to port over Alloys.


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on March 06, 2011, 06:54:05 AM
Oh dude!
Someone should totally port Ike over Wario, then we could do Con naruto on one and 4-tailed Naruto on the wario man @_@;; badassness anyone??


Title: Re: The Clone Engine Progression
Post by: DoctorFlux(Mariodk) on March 06, 2011, 07:08:46 AM
can someone make a Package to my Dr. Mario over Ike (used 0 .rel files for that port) to Dr. Mario over Ike over Olimar/G&W? this is also why Dr. mario is over Ike at first place so he can come over Olimar/G&W


Title: Re: The Clone Engine Progression
Post by: SSJCerious on March 06, 2011, 10:16:27 AM
Is porting to Wario possible? If so, could someone make me a wario .rel (I've tried so many times, followed the tutorial, and I somehow manage to fail. :srs: Could someone do this, please? Sorry for begging....)
I still need this :srs:


Title: Re: The Clone Engine Progression
Post by: SmashClash on March 06, 2011, 10:33:32 AM
Oh dude!
Someone should totally port Ike over Wario, then we could do Con naruto on one and 4-tailed Naruto on the wario man @_@;; badassness anyone??
I see...
But I'm working on a Lamborghini over Wario's bike. D:
Hmm...Port it?


Title: Re: The Clone Engine Progression
Post by: Anivernage on March 06, 2011, 12:17:57 PM
Oh dude!
Someone should totally port Ike over Wario, then we could do Con naruto on one and 4-tailed Naruto on the ¨wario man¨ @_@;; badassness anyone??
And no, you can't replace Giga Bowser or ¨Warioman¨ (same problem as with the Alloys).


Title: Re: The Clone Engine Progression
Post by: SSJCerious on March 06, 2011, 12:19:47 PM
Not warioman. Just wario.


Title: Re: The Clone Engine Progression
Post by: Anivernage on March 06, 2011, 12:20:34 PM
maybe i only know about warioman...


Title: Re: The Clone Engine Progression
Post by: Kaye Cruiser on March 06, 2011, 12:23:00 PM
These are looking nice ingame. made the stock icons.
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cstka.png[/url])
([url]http://i135.photobucket.com/albums/q151/bluecoyote12/cloudaa.png[/url])

now im looking for the in match damage portraits so i can make them, then ill upload the rar for everyone.

The 1st Cloud pic is good but the CSP doesn't match BY's newest Cloud.
Btw, is your Cloud over GW?

--------
@Wolfric-
If they originally have an entry, result, dark, final, and spy.pac then yes. But I'm sure they don't have all of that.


Of course it doesn't.  That's a CSP for KAZE's recent Dissidia Cloud vertex XD


Sorry pal, but you're wrong on that. That's this one. XD (http://i135.photobucket.com/albums/q151/bluecoyote12/cloudbb.png)

But the other guy is wrong (not to mention blind) too, as that CSP DOES match Beyond FF7 Cloud.

(http://i135.photobucket.com/albums/q151/bluecoyote12/clouds-1.png)

Just see here. Even my Dawn Knight Cloud has one. XD (Though he used the KH sword, much to my discomfort. The Crisis Core blade is the main sword for him. >_>')


Title: Re: The Clone Engine Progression
Post by: SiLeNtDo0m on March 06, 2011, 01:16:04 PM
Actually Wave, he's not wrong.  He said that it doesn't match Beyond's NEWEST Cloud (which we all know is AC Cloud XP).

But still, thanks for correcting me.  You have to admit though, the difference is hard to tell at first glance (FF7 and Dissidia I mean).  The only notable difference when looking at the small CSP is the hair and the red blade handle.


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on March 06, 2011, 02:01:15 PM
lol

KH cloud's hair looks like Yugi oh's XD
>_>
Any progression on the cloning wars? >_>


Title: Re: The Clone Engine Progression
Post by: KTH on March 06, 2011, 03:58:41 PM
Guys, i found something should be good.

It's maybe the file for the name of character, it's on menu/msg

It's called : sel_char_en.msbin

It'a file .msbin, something know how to open this?


Title: Re: The Clone Engine Progression
Post by: SSJCerious on March 06, 2011, 04:05:16 PM
You open it with brawl box. And no, the names are NOT in there :srs:


Title: Re: The Clone Engine Progression
Post by: Anivernage on March 06, 2011, 04:10:39 PM
Guys, i found something should be good.

It's maybe the file for the name of character, it's on menu/msg

It's called : sel_char_en.msbin

It'a file .msbin, something know how to open this?

that would help. msbin, in the brawlbox thread in SWF says msbin editor maybe you could open it with brawlbox...

i found something maybe all know
in effect/fighter folder there are files called dr_mario,roy,mewtwo,dixie,roy,pra_mai
what are these files for?
http://www.mediafire.com/?sharekey=bf68243dc4c908b28d78a0e5552916095d6170349cac00195be6ba49b5870170


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on March 06, 2011, 04:15:31 PM
Those files are absolutely nothing.


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on March 06, 2011, 04:17:14 PM
I suppose it is because of these files that some hackers had news that they should have been put in Brawl.... It seems they didn't deleted all things related to them....


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on March 06, 2011, 04:19:40 PM
Ever heard of the forbidden 7?
Well, those files are the forbidden 7.


Title: Re: The Clone Engine Progression
Post by: Roo on March 06, 2011, 06:31:46 PM
There's absolutely nothing in them? Weird. >_>


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on March 06, 2011, 07:28:34 PM
I gots a question regarding the clone engine.
Let's say I make two seperate Ike psa's/vertexes etc.

Then I port one over to sheik (with the clone engine of course) and the other over to Zelda.

Then I port Zelda's and Shiek's Down B into the new character(Based from Ike) for both those slots. Would this work?


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on March 06, 2011, 07:43:43 PM
NO. Zelda/Sheik/Transforming characters DO NOT WORK with the .rel now.


Title: Re: The Clone Engine Progression
Post by: Anivernage on March 06, 2011, 07:45:03 PM
i can only replace wario without warioman?


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on March 06, 2011, 09:07:27 PM
Okay, I got a different question this time.

If I put Ikes rel over ZSS with the clone engine, would that  allow more room for psa? :l


Title: Re: The Clone Engine Progression
Post by: Anivernage on March 06, 2011, 09:14:26 PM
i think no.
because you still have the same psa room that has ike because you have to replace zss psa file with ike.
its exactly to any character.
maybe im wrong...


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on March 06, 2011, 09:17:01 PM
Okay, I got a different question this time.

If I put Ikes rel over ZSS with the clone engine, would that  allow more room for psa? :l


Please see my previous post.


Title: Re: The Clone Engine Progression
Post by: Shipomaster on March 18, 2011, 12:39:14 PM
does all of this work for king dedede? I tried using malkiors cloud over D3 but second jump always froze. I tried switching costumes, movesets ect.,. and even some psa to try and get him to not jump, but I just cant get it to not freeze.
I need a D3 replacement.
Help?


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on March 18, 2011, 01:21:16 PM
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.
Code:
Dedede single jump [ds22]
* 04B0B954 00000001

Dedede 3rd jab [ds22]
* 04B0B944 00000003
Use those 2 codes.


Title: Re: The Clone Engine Progression
Post by: Shipomaster on March 18, 2011, 02:07:41 PM
have my babies plz!  :af:
I have a full hacked roster now


Title: Re: The Clone Engine Progression
Post by: SmashHackers on March 20, 2011, 12:23:23 PM
Okay I have tried using codes and gotten really messed up issues so can anyone add the codes that give me Ike over Olimar with three jabs etc.?
Heres my gct
http://www.mediafire.com/?wkmt4emtdg0s23j


Title: Re: The Clone Engine Progression
Post by: Albafika on March 20, 2011, 12:30:48 PM
Code:
Olimar has three jabs
04B0B7BC 00000003

Olimar Sound mod
4A000000 80AD89E0
14000064 00000020
E0000000 80008000


Title: Re: The Clone Engine Progression
Post by: SmashHackers on March 20, 2011, 12:46:53 PM
Code:
Olimar has three jabs
04B0B7BC 00000003

Olimar Sound mod
4A000000 80AD89E0
14000064 00000020
E0000000 80008000
And thus, my problem. I add that, play brawl and Bam! Freezes when I press a. EDIT: Freezes if I press anything. Even run or walk EDIT AGAIN: Freezes on EVERYBODY. Even if Olimar isnt even on the screen


Title: Re: The Clone Engine Progression
Post by: Plak on March 20, 2011, 12:59:39 PM
Try this one maybe, it worked for me :

Code:
Olimar has Ike's IC-Constants(Dantarion, variables by Eternal Yoshi)
C2858928 00000003
2C040019 40820008
38800022 1C040038
60000000 00000000

Did you try using the exact same configuration but without the 3 jabs code? Is your Brawl disc NTSC (wii region doesn't matter) ?

Speaking of Olimar, it has an interesting glitch : when i tried it the CPU kept spamming neutral B, as if he wanted to spawn Pikmins. However, Ike over Mario's AI is fine, even recovering with Side B.


Title: Re: The Clone Engine Progression
Post by: SmashHackers on March 20, 2011, 01:29:47 PM
Try this one maybe, it worked for me :

Code:
Olimar has Ike's IC-Constants(Dantarion, variables by Eternal Yoshi)
C2858928 00000003
2C040019 40820008
38800022 1C040038
60000000 00000000

Did you try using the exact same configuration but without the 3 jabs code? Is your Brawl disc NTSC (wii region doesn't matter) ?

Speaking of Olimar, it has an interesting glitch : when i tried it the CPU kept spamming neutral B, as if he wanted to spawn Pikmins. However, Ike over Mario's AI is fine, even recovering with Side B.
Froze again. Freezes with just that code, just the three jab code and with both


Title: Re: The Clone Engine Progression
Post by: Albafika on March 20, 2011, 03:14:29 PM
You're NTSCU?


Title: Re: The Clone Engine Progression
Post by: SmashHackers on March 20, 2011, 05:01:55 PM
You're NTSCU?
Yes I am


Title: Re: The Clone Engine Progression
Post by: Tempo_ on March 20, 2011, 07:02:55 PM
Do you have all the files on Olimar?

You need, in short (both .pcs and .pac):
FitPikmin
FitPikminxx
FitPikminMotionEtc
FitPikminFinal
FitPikminSpy
FitPikminDark

For Spy and Dark, just take a regular texture and rename it into Spy/Dark.


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on March 22, 2011, 08:47:35 AM
Can some one edit me a ft_ike.rel to be compatible on Yoshi?


Title: Re: The Clone Engine Progression
Post by: Nuke on March 23, 2011, 12:01:44 AM
This has gone so far now ^_^


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on March 31, 2011, 08:07:16 PM
I want Ike over Yoshi T_T


Title: Re: The Clone Engine Progression
Post by: LC-DDM on April 01, 2011, 01:09:05 PM
I want this in PAL format. *shot*


Title: Re: The Clone Engine Progression
Post by: shadowXtreme on April 05, 2011, 06:17:39 PM
Yes I am

Put the ft_pikmin.rel File In the Module folder,.


Title: Re: The Clone Engine Progression
Post by: Strange Matter on April 05, 2011, 09:16:27 PM
Has anybody gotten Ike to work properly over the Ice Climbers? I've gotten him working over Olimar and ROB but it always seems to freeze when I try to use him over them. Just wondering if I'm doing something wrong or missing any necessary codes (I already have the IC constant and sound bank codes).


Title: Re: The Clone Engine Progression
Post by: SmashClash on April 05, 2011, 09:18:35 PM
Has anybody gotten Ike to work properly over Ice Climbers or ROB? I've gotten it working over Olimar but it always seems to freeze when I pick him when I try to use him on either of them. Just wondering if I'm doing something wrong or missing any necessary codes.

Yeah, you need to get a code(s) that would be "ROB/Ice Climbers has Ike's IC Constants/Sound Bank".


Title: Re: The Clone Engine Progression
Post by: epicZERO on April 07, 2011, 12:08:32 PM
i see progress has been made in the past few weeks... what with the roy over ike and whatnot. would anyone be willing to make me a marth over yoshi rel? and please, someone give me a list of what characters can be completely ported to this date.


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on April 07, 2011, 12:27:43 PM
Dant would hate this thread too.
:(



Title: Re: The Clone Engine Progression
Post by: Ultraxwing on April 07, 2011, 12:30:04 PM
They've already made a marth over Yoshi...

look in the vault under yoshi...

*failhorn*


Title: Re: The Clone Engine Progression
Post by: epicZERO on April 07, 2011, 04:37:05 PM
They've already made a marth over Yoshi...

look in the vault under yoshi...

*failhorn*
sorry, i was looking at the wrong list, what i meant to say was Marth over ice climbers or game and watch.


Title: Re: The Clone Engine Progression
Post by: Oshtoby on April 07, 2011, 05:34:21 PM
Dant would hate this thread too.
:(


I want to make a T-Shirt with the Captain America Shield on the front that has the text above it "Dant was Right."

If you don't get this, I understand. If you DO get this, I feel bad for you. lol


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on April 07, 2011, 05:36:58 PM
I suppose you won't be alone to support your idea Oshtoby... I'm sure you will find a lot of people to support it! :laugh:


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on April 07, 2011, 07:56:20 PM
Okay, so we've widened the range of characters replacable with IKE

But ah...any progress on porting another character, just their model and articals over to someone else? I mean with the clone engine.

Or has someone at least looked into making the alloy slots playable characters? XD


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on April 07, 2011, 08:06:20 PM
Personally, I prefer not asking the people who work on the Clone Engine report of the progress, I prefer letting them make a report themself when they want, this is my way to do, I don't put down anyone, but I think they are probably fed up with all questions about the progress...


Title: Re: The Clone Engine Progression
Post by: Tempo_ on April 07, 2011, 08:38:14 PM
Nags: IZ CLOUN ENGEEN DUNZ YET/?>!!?!
CE workers: Yeah, just not to you.


Title: Re: The Clone Engine Progression
Post by: Tempo_ on April 08, 2011, 09:30:02 PM
Freezes at the end of the match for Diddy and G&W.


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on April 08, 2011, 09:35:22 PM
Thanks Jet.


Now  can someone please test it over Luigi??


Title: Re: The Clone Engine Progression
Post by: Tempo_ on April 08, 2011, 10:05:31 PM
Tested... either I patched it wrong, or it doesn't work over Luigi.


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on April 09, 2011, 08:41:05 AM
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


Title: Re: The Clone Engine Progression
Post by: ike123 on April 10, 2011, 10:33:49 AM
does anybody have pal character rel files it froze by me


Title: Re: The Clone Engine Progression
Post by: DoctorFlux(Mariodk) on April 10, 2011, 10:37:14 AM
ithe clone engine not working on PAL


Title: Re: The Clone Engine Progression
Post by: Anivernage on April 10, 2011, 04:32:03 PM
i have a question:
if we change the motion etc of samus,zss,shiek,etc that are in the common_en.pac with ike´s.
ike can be ported to one of them?
example.
zss can appear as solo character in a code and can load ike so it hasnt to transform.


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on April 10, 2011, 05:01:18 PM
i have a question:
if we change the motion etc of samus,zss,shiek,etc that are in the common_en.pac with ike´s.
ike can be ported to one of them?
example.
zss can appear as solo character in a code and can load ike so it hasnt to transform.
No.
Samus and ZSS share the same module, as well as Zelda and Sheik (PT with his Pokemon, Bowser and Giga Bowser, Wario and Warioman and the Alloys share a module as well).
Therefor, it is impossible to replace them with another character.


Title: Re: The Clone Engine Progression
Post by: nanobuds on April 10, 2011, 08:19:50 PM
roy(marth) over ness= glitch

roy enters his T-Pose when using the AAA combo


Title: Re: The Clone Engine Progression
Post by: Ultraxwing on April 11, 2011, 01:04:09 PM
Give him Marth's IC constants..

fixed the prolem for me.


Title: Re: The Clone Engine Progression
Post by: nanobuds on April 11, 2011, 05:31:44 PM
thanks


Title: Re: The Clone Engine Progression
Post by: the98pika on April 11, 2011, 07:09:22 PM
N00b question: is this only going to be codes or is it going to be a program. or codes and program?


Title: Re: The Clone Engine Progression
Post by: SmashHackers on April 11, 2011, 07:14:08 PM
N00b question: is this only going to be codes or is it going to be a program. or codes and program?
Codes for sure. And I think a .rel editing program will maybe be used..?


Title: Re: The Clone Engine Progression
Post by: nanobuds on April 11, 2011, 07:23:06 PM
okay, i tried the code and roy still glitched... heres the code i used

Ness has Marth's IC constants
* C2858928 00000003
* 2C04000A 40820008
* 38800011 1C040038
* 60000000 00000000

if there are any errors, can someone fix it?

thanks


Title: Re: The Clone Engine Progression
Post by: Tempo_ on April 11, 2011, 08:13:05 PM
Looks right.


Title: Re: The Clone Engine Progression
Post by: diedhammer98 on April 12, 2011, 08:33:16 PM
But about Mario's.rel and
Mario can cloned?


Title: Re: The Clone Engine Progression
Post by: Tempo_ on April 12, 2011, 09:51:06 PM
Only Ike has been cloned properly so far.

Marth... meh.


Title: Re: The Clone Engine Progression
Post by: diedhammer98 on April 13, 2011, 04:34:20 PM
Anyone want Module Editor?


Title: Re: The Clone Engine Progression
Post by: Oshtoby on April 13, 2011, 05:37:53 PM
Sure, Mr. Diedhammer98! I'll take it!


Title: Re: The Clone Engine Progression
Post by: diedhammer98 on April 13, 2011, 05:52:00 PM
Sure, Mr. Diedhammer98! I'll take it!


first time named Mr. Diedhammer98. But Module Editor is not mine. It made by Phantom Wings. I have NO idea how use it.
http://www.mediafire.com/?4ni3pacdnj4peo0


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on April 14, 2011, 06:51:57 AM
That Phantom Wing's old Module Editor (Viewer).
It's outdated.


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on April 14, 2011, 12:59:11 PM
Yeah. He made a newer version a month ago.
http://www.mediafire.com/?bdfe1od2m1aj99o

Thankfully it can open sora_adv_stage.rel.......


Title: Re: The Clone Engine Progression
Post by: diedhammer98 on April 14, 2011, 02:58:51 PM
I don't know that.


Title: Re: The Clone Engine Progression
Post by: SonicBrawler on April 14, 2011, 06:55:06 PM
>.< i dont understand how to use it. does anyone?


Title: Re: The Clone Engine Progression
Post by: diedhammer98 on April 16, 2011, 10:33:22 AM
Module Editor is useful?


Title: Re: The Clone Engine Progression
Post by: xxmasal22xx on April 16, 2011, 05:41:16 PM
Yeah. He made a newer version a month ago.
[url]http://www.mediafire.com/?bdfe1od2m1aj99o[/url]

Thankfully it can open sora_adv_stage.rel.......


It doesn't let you open anything.....click file open and it gives an error


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on April 16, 2011, 05:51:51 PM
Not for me, it works but don't know what to do with anything


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on April 16, 2011, 05:52:20 PM
I dunno about YOU, but I can open .rel files fine. Check to see if you have 4.0 .NET Framework.


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on April 16, 2011, 06:21:23 PM
Im'ma make a list of characters who may possibly have a generic .rel (like marth) that have and don't have articles.


No Article (May be generic characters):
Marth
Ganondorf
Bowser
Jiggs
DK (Excluding FS)
Pikachu
Cpt. Falcon (excluding FS)
Sonic (Excluding FS)
Lucario
Metaknight

Up to my knowledge, those are who I think are generic.
And please, correct me if I am wrong or add any who are missing


Title: Re: The Clone Engine Progression
Post by: Ricky (Br3) on April 16, 2011, 06:24:44 PM
^ Useless list based on a GUESS?


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on April 16, 2011, 06:31:52 PM
I made that list to see if other people are willing to try to port them to other characters


Title: Re: The Clone Engine Progression
Post by: Oshtoby on April 16, 2011, 07:17:02 PM
Im'ma make a list of characters who may possibly have a generic .rel (like marth) that have and don't have articles.


No Article (May be generic characters):
Marth
Ganondorf
Bowser
Jiggs
DK (Excluding FS)
Pikachu
Cpt. Falcon (excluding FS)
Sonic (Excluding FS)
Lucario
Metaknight

Up to my knowledge, those are who I think are generic.
And please, correct me if I am wrong or add any who are missing
You are so wrong it hurts. How did you find out if they have an article or not? Did you just take a guess?


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on April 16, 2011, 07:24:41 PM
Fun fact. Most of those characters DO have articles, but they are just for show, Like Ganon with his Sword, Meta Knight with his Cape, and DK and his barrel.


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on April 16, 2011, 08:52:05 PM
Oh, then the rumors ARE true. Only Jiggs and Marth have no articles >-<


Title: Re: The Clone Engine Progression
Post by: Albafika on April 17, 2011, 12:04:43 AM
Oh, then the rumors ARE true. Only Jiggs and Marth have no articles >-<

...That was no rumor. At all.


Title: Re: The Clone Engine Progression
Post by: SSJCerious on April 17, 2011, 07:39:13 AM
^LOL
n00bs say the funniest things sometimes

....

Ehh, after reading that, it sounds really offensive.
W/e


Title: Re: The Clone Engine Progression
Post by: SiLeNtDo0m on April 17, 2011, 07:51:32 AM
Im'ma make a list of characters who may possibly have a generic .rel (like marth) that have and don't have articles.


No Article (May be generic characters):
Marth
Ganondorf
Bowser
Jiggs
DK (Excluding FS)
Pikachu
Cpt. Falcon (excluding FS)
Sonic (Excluding FS)
Lucario
Metaknight

Up to my knowledge, those are who I think are generic.
And please, correct me if I am wrong or add any who are missing

Ganondorf - Sword
Bowser - Fire
DK - Barrels
Pikachu - Thunder Jolt (Neutral B), Thunder (Down B) and Final Smash
Falcon - An interesting case.  Whilst his Blue Falcon (both Entry and FS) is an article, it isn't generated via Generate Article.  It just appears during the certain subactions that it's supposed to appear in and the only way to get rid of it is either by removing the model from his file or by making it so in the animation it isn't visible.
Sonic - Spring
Lucario - Aura Spehre (how the hell did you miss that one o.O) and Force Palm (projectile not grab)


Although EY, are you sure that Metaknight's Cape is an article?  I looked in both his MotionEtc.pac and the PSA Resource Thread and both said he didn't have any articles...



Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on April 17, 2011, 07:59:36 AM
Yes I'm sure that the cape is an article.

Generate Article: 0 shows up every time the Cape is meant to do something, like the FS.
Gray Fox uses this slot for the Armgun.

Generate Article: 1 is the cape's shadow. Only shows up during special occasions.
Gray Fox doesn't use it.

Don't believe me? Try to clone MK or Gray Fox.
http://opensa.dantarion.com/wiki/Patching_Character_Modules


Title: Re: The Clone Engine Progression
Post by: ♤♡◇♧ on April 17, 2011, 07:59:52 AM
It's defined as article data in Tabuu.


Title: Re: The Clone Engine Progression
Post by: SiLeNtDo0m on April 17, 2011, 08:14:59 AM
Yes I'm sure that the cape is an article.

Generate Article: 0 shows up every time the Cape is meant to do something, like the FS.
Gray Fox uses this slot for the Armgun.

Generate Article: 1 is the cape's shadow. Only shows up during special occasions.
Gray Fox doesn't use it.

Don't believe me? Try to clone MK or Gray Fox.
[url]http://opensa.dantarion.com/wiki/Patching_Character_Modules[/url]



Ah don't worry, I believe you.  You have a lot more experience with Metaknight than I do anyways ;)


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on May 22, 2011, 06:49:08 PM
SOMEBODY GET STARTED ON A LINK .REL PLEASE >_<


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on May 22, 2011, 06:51:33 PM
you do know that anything thats over Link can go over ToonLink right?


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on May 22, 2011, 06:54:28 PM
Requesting things in threads like this haphazardly will get you nowhere.

I've been lurking about threads like this and got a hint on what could help expand my knowledge on this subject.....

Be patient.


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on May 22, 2011, 07:28:06 PM
Honestly, this topic should be locked, or something should be done so that we don't have any message ugly like the one NaruZeldaMaster posted, full of majuscules, requesting a rel while it has already been said that we should be patient and these rels are not done by requests. (and it is also by our patience that we respect Dantarion's work and Dantarion himself, and it is the case for the other people who work on the rels) No wonder Dantarion is fed up with this thread, and I'm afraid that he is not the only one, at least among those who work on the clone engine... With all these people that are just acting selfish and don't think one second about Dantarion and his words, honestly, I would easily understand if the developpers decided to drop this project, at least momentarily or definitively... Pathetic...



Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on May 22, 2011, 07:32:33 PM
I have an idea.

Why not I make a new thread called the "Clone Engine/ Character Porting Q/A + Requests thread" in the help forum?

And have all the nattter moved there?

It would make all the other topics much more readable.


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on May 22, 2011, 07:35:34 PM
you do know that anything thats over Link can go over ToonLink right?

Really? >_>
why did nobody mention this before...
*goes to put lyndis's most recent version over toon link* :3

Also, the all caps was more or less sarcasm ....sort of XD That and I was kind of annoyed to hear that both Ike and Marth have been ported .rel style sucsesfully to other characters, whilest other major characters are being ignored or more logically neglected? XP

Is it also safe to assume that anything that goes over mario can go over luigi as well? Or no... their models are about the same aren't they?

Seriously, nobodie's mentioned that they were working on other characters at all...and everyone, not just me can only "be patient" for so long. All I'm asking for is a progress report at least and nothing more >_< I guess I could've phrased my previous post a bit better, but I was still being a little silly :l


Title: Re: The Clone Engine Progression
Post by: xxmasal22xx on May 22, 2011, 07:38:36 PM
Honestly, this topic should be locked, or something should be done so that we don't have any message ugly like the one NaruZeldaMaster posted, full of majuscules, requesting a rel while it has already been said that we should be patient and these rels are not done by requests. (and it is also by our patience that we respect Dantarion's work and Dantarion himself, and it is the case for the other people who work on the rels) No wonder Dantarion is fed up with this thread, and I'm afraid that he is not the only one, at least among those who work on the clone engine... With all these people that are just acting selfish and don't think one second about Dantarion and his words, honestly, I would easily understand if the developpers decided to drop this project, at least momentarily or definitively... Pathetic...



^This. Dayum....couldn'tve said it better maself, Philia!

I mean, it's one thing to talk about the engine, and ask questins about the way it works, but as you said, requesting [censored] when Dantarion himself stated he will not acknowledge .rel requests is downright ignorant, inulting, and disrespectful.

And for people who think Psycho Philia really is "psycho", read previous posts in this topic, then read what he said THUROULY before you even THINK bout flaming him.


Title: Re: The Clone Engine Progression
Post by: Psycho Philia on May 22, 2011, 07:42:35 PM
Maybe it is an idea to take into consideration, at least I suppose it would probably be better to at least try it than doing completely nothing...

But, be careful, because if you put request thread in the title, the first post has to be very explicative, or you will probably have an avalanche of Noob (I don't point any particular person) posting there that don't understand the work behind. And it also means that someone is ready to take and do these requests (or at least normally), you have to think about this too.

NaruZeldaMaster: Liar. I won't make a debate with the point of sarcasm, it is not important, but you weren't at all asking for a progress report, there is absolutely nothing in your post asking this, your post is merely a request, and besides, it has already been said that these rels are not done by request, and Eternal Yoshi said it really recently, so it is very indecent... And even if it was a progress report, you didn't saw the post of Eternal Yoshi? He said that when updates would be done, he or an other developper would post, it is not enough for you?


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on May 22, 2011, 07:51:28 PM
Noted. At the very least I can make it an Q&A/FAQ and explain have a line explaining why there should be no requests.


Title: Re: The Clone Engine Progression
Post by: xxmasal22xx on May 22, 2011, 07:54:00 PM
Noted. At the very least I can make it an Q&A/FAQ and explain have a line explaining why there should be no requests.

shouldn't be needed, just change the OP and the title-->Title = Clone Engine Progress/FAQ *NO REQUESTIN .RELS*


Title: Re: The Clone Engine Progression
Post by: Eternal Yoshi on May 22, 2011, 08:09:08 PM
Here's it is:
http://forums.kc-mm.com/index.php?topic=25005.new#new

I Hope this cuts the natter here.


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on May 22, 2011, 08:11:24 PM
>_>

So what if I was partially lying..
There's no need to make this argument if any, bigger than it has to be.
I've already admitted that I could've phrased my request better in my last post, and no, I have other things to do than constantly check a topic for updates. I haven't seen such a post either yet. Not everyone reads everything in a topic before posting something...

and yes, I'm done spaming this thread with my requests...
I honestly don't care anymore >_< at least not for a long while.


Title: Re: The Clone Engine Progression
Post by: bleachmagic on May 29, 2011, 03:24:46 AM
O.k probably a noob question but has the marth over ness mod been released yet?


Title: Re: The Clone Engine Progression
Post by: nanobuds on June 03, 2011, 11:41:47 PM
O.k probably a noob question but has the marth over ness mod been released yet?
yes. i have it.


Title: Re: The Clone Engine Progression
Post by: Tempo_ on June 03, 2011, 11:55:24 PM
Well, sort of. It was never released, but information on how to port Marth over, well, anyone has been around.

Unless I missed it.


Title: Re: The Clone Engine Progression
Post by: nanobuds on June 08, 2011, 07:49:34 PM
is there a bowser clone engine created yet? because of the new baby bowser vertex im kinda lookin for it :P


Title: Re: The Clone Engine Progression
Post by: Tempo_ on June 08, 2011, 07:56:30 PM
If the PSA doesn't use articles, it apparently can be ported (just guessing from the fact that Viewtiful Joe could be ported).


Title: Re: The Clone Engine Progression
Post by: Naruto200Man on June 08, 2011, 08:00:15 PM
If the PSA doesn't use articles, it apparently can be ported (just guessing from the fact that Viewtiful Joe could be ported).

So this means I can port my Urban Link over to marth with no problem? (He won't use any of links articals etc)


Title: Re: The Clone Engine Progression
Post by: Tempo_ on June 08, 2011, 08:21:04 PM
I'd... guess so.

You should ask someone who has more information though.


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on June 08, 2011, 08:59:37 PM
People please, stop posting in these threads. Leave these threads to the professionals. (PW, Dant, EY, Tails, ds22, ect.)

Please use THIS (http://forums.kc-mm.com/index.php?topic=25005.0) thread for further commenting/questions.


Title: Re: The Clone Engine Progression
Post by: bi0bear on July 09, 2011, 12:16:36 PM
I'M NOT REQUESTING JUST ASKING

i saw a video of marth over diddy, i was wondering where i can download it. Thanks


Title: Re: The Clone Engine Progression
Post by: xxmasal22xx on July 09, 2011, 12:22:11 PM
read the post above you dude


Title: Re: The Clone Engine Progression
Post by: SmashClash on July 09, 2011, 03:35:48 PM
If the PSA doesn't use articles, it apparently can be ported (just guessing from the fact that Viewtiful Joe could be ported).
:o I need a ft_captain.rel over Olimar, so I can use Viewtiful Joe and Goku!


Title: Re: The Clone Engine Progression
Post by: Akiba Red on July 09, 2011, 03:37:47 PM
:o I need a ft_captain.rel over Olimar, so I can use Viewtiful Joe and Goku!
There's a port over Yoshi.


Title: Re: The Clone Engine Progression
Post by: SmashClash on July 09, 2011, 03:59:43 PM
There's a port over Yoshi.
Sorry, not what I'm looking for.
Maybe I should PM the user who created Captain Falcon over Yoshi.
Wait, nvm, actually.


Title: Re: The Clone Engine Progression
Post by: SonicBrawler on July 09, 2011, 04:17:51 PM


There's a port over Yoshi.

last i checked, it was a marth.rel, and it was c .falcon's v joe files that worked over it. i tried regullar c. falkcon fiules and it didn twork right


Title: Re: The Clone Engine Progression
Post by: nanobuds on July 30, 2011, 07:53:18 PM
any updates on the progression?


Title: Re: The Clone Engine Progression
Post by: DoctorFlux(Mariodk) on July 31, 2011, 03:44:12 AM
no and there will never be since dant have leaved brawl hacking and PW last time he was online in a brawl hacking site was over ½ year since
so if PW dont come back with something awesome like he always do then he leave and back come again
this project is dead


Title: Re: The Clone Engine Progression
Post by: Ricky (Br3) on August 09, 2011, 12:49:16 PM
So, the project is dead?...

...

Disappointing...


Title: Re: The Clone Engine Progression
Post by: OmegaMalkior on August 09, 2011, 01:11:54 PM
So, the project is dead?...

...

Disappointing...

Was there absolutly anything done? That can AT LEAST be released to the public even if it's in beta?


Title: Re: The Clone Engine Progression
Post by: Ricky (Br3) on August 09, 2011, 01:51:27 PM
The only thing ever released was info on patching models, which has been done already by some people...


Title: Re: The Clone Engine Progression
Post by: Roo on August 09, 2011, 11:37:47 PM
We could always ask the help of BlackJax and Tcll, once they're done with BB, and if they are willing to help with this.


Title: Re: The Clone Engine Progression
Post by: LC-DDM on August 10, 2011, 05:01:02 AM
I only want Masquerade or a PAL Falcon REL/Codes. >.>


Title: Re: The Clone Engine Progression
Post by: epicZERO on August 31, 2011, 08:36:52 PM
I could use a separate toon link. complete the link chain. toon link, young link, and link link.
diddykong, iceclimbers, dedede, i give no crap, i just need another port.


Title: Re: The Clone Engine Progression
Post by: LC-DDM on September 01, 2011, 06:13:18 AM
...why would you want even MORE clones? >_>;;


Title: Re: The Clone Engine Progression
Post by: Ricky (Br3) on September 01, 2011, 08:20:52 AM
...why would you want even MORE clones? >_>;;

I lol'd.

It's quite true.


Title: Re: The Clone Engine Progression
Post by: LC-DDM on September 01, 2011, 11:07:34 AM
Yeah.

I mean, just because the Clone Engine is named Clone Engine doesn't mean you have to actually put in MORE clones. There ARE new characters now, y'know. >_>;;


Title: Re: The Clone Engine Progression
Post by: epicZERO on September 01, 2011, 02:04:07 PM
I choose to. I like options, and like to erase the options that are useless to me.

And actually, I don't use young link that much. But I do still use fighter geno, and it'd be cool to have geno and skull kid.

I understand that you don't need to replace everyone just cuz (talking bout the people obsessed with captain falcon...) but theres always the need to get rid of those who even with hacks don't seem that interesting. (and sorry, that includes the three I listed before. The only dedede I like is seph.