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Help & Tutorials => Help => Topic started by: Eternal Yoshi on May 22, 2011, 08:07:51 PM



Title: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 22, 2011, 08:07:51 PM
Exactly what it says in the title.

It is ill advised to ask for requests because most requests cannot be fulfilled as of now due to us not having enough information to say, make a generic .rel of (insert character here) at this time, not to mention the users that are working on the clone engine have clearly stated to NOT request .rels.

Ask all Clone Engine/ Character Porting questions here and not in the Clone Engine topics.
This keeps the other threads cleaner and more readable.



When info gets gathered, I'll make a FAQ that will grow and grow.

The rest of this post and the next post is reserved for the FAQ section and recent findings/videos.

Important Codes for special situations


Ever had a character T-stance when jabbing or ftilting? Freezes when you Double Jump? Well you're reading the right section. Change the corresponding IC and problem solved.

Code:
Sound Bank Modifier NTSC-U:[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


Code:
Sound Bank Modifier PAL:[Phantom Wings, ported by Deathwolf]
4A000000 80AD4800
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

*I'm almost certain that the PAL sound banks are in the same order as the US ones. Can someone with a PAL bsrar confirm this for me?


04B0BXXX 0000000Y
IC-Constant modifier NTSC-U
[standardtoaster, ds22, and ssbbtailsfan for helping with the variables]

you have to fill in the code yourself.

I'm gonna separate this into sections since I THINK you can have multiple at the same time.

I'm doing this by character.

XXX =

 :mario:
Code:
U0(Jab??)- 240
Jab - 244
RapidJab - 248
Ftilt - 24C
Fsmash - 250
Muiltjump - 254
Glide - 258
Crawl - 25C
DA-crouch - 260
Walljump - 264
Wallcling - 268
Zair - 26C
U12 - 270
U13 - 274

 :dk:
Code:
U0(Jab??)- 278
Jab - 27C
RapidJab - 280
Ftilt - 284
Fsmash - 288
Muiltjump - 28C
Glide - 290
Crawl - 294
DA-crouch - 298
Walljump - 29C
Wallcling - 2A0
Zair - 2A4
U12 - 2A8
U13 - 2AC

 :link:
Code:
U0(Jab??)- 2B0
Jab - 2B4
RapidJab - 2B8
Ftilt - 2BC
Fsmash - 2C0
Muiltjump - 2C4
Glide - 2C8
Crawl - 2CC
DA-crouch - 2D0
Walljump - 2D4
Wallcling - 2D8
Zair - 2DC
U12 - 2E0
U13 - 2E4

 :samus:
Code:
U0(Jab??)- 2E8
Jab - 2EC
RapidJab - 2F0
Ftilt - 2F4
Fsmash - 2F8
Muiltjump - 2FC
Glide - 300
Crawl - 304
DA-crouch - 308
Walljump - 30C
Wallcling - 310
Zair - 314
U12 - 318
U13 - 31C

 :yoshi:
Code:
U0(Jab??)- 320
Jab - 324
RapidJab - 328
Ftilt - 32C
Fsmash - 330
Muiltjump - 334
Glide - 338
Crawl - 33C
DA-crouch - 340
Walljump - 344
Wallcling - 348
Zair - 34C
U12 - 350
U13 - 354

 :kirby:
Code:
U0(Jab??)- 358
Jab - 35C
RapidJab - 360
Ftilt - 364
Fsmash - 368
Muiltjump - 36C
Glide - 370
Crawl - 374
DA-crouch - 378
Walljump - 37C
Wallcling - 380
Zair - 384
U12 - 388
U13 - 38C

 :fox:
Code:
U0(Jab??)- 390
Jab - 394
RapidJab - 398
Ftilt - 39C
Fsmash - 3A0
Muiltjump - 3A4
Glide - 3A8
Crawl - 3AC
DA-crouch - 3B0
Walljump - 3B4
Wallcling - 3B8
Zair - 3BC
U12 - 3C0
U13 - 3C4

 :pikachu:
Code:
U0(Jab??)- 3C8
Jab - 3CC
RapidJab - 3D0
Ftilt - 3D4
Fsmash - 3D8
Muiltjump - 3DC
Glide - 3E0
Crawl - 3E4
DA-crouch - 3E8
Walljump - 3EC
Wallcling - 3F0
Zair - 3F4
U12 - 3F8
U13 - 3FC

 :luigi:
Code:
U0(Jab??)- 400
Jab - 404
RapidJab - 408
Ftilt - 40C
Fsmash - 410
Muiltjump - 414
Glide - 418
Crawl - 41C
DA-crouch - 420
Walljump - 424
Wallcling - 428
Zair - 42C
U12 - 430
U13 - 434

 :falcon:
Code:
U0(Jab??)- 438
Jab - 43C
RapidJab - 440
Ftilt - 444
Fsmash - 448
Muiltjump - 44C
Glide - 450
Crawl - 454
DA-crouch - 458
Walljump - 45C
Wallcling - 460
Zair - 464
U12 - 468
U13 - 46C

 :ness:
Code:
U0(Jab??)- 470
Jab - 474
RapidJab - 478
Ftilt - 47C
Fsmash - 480
Muiltjump - 484
Glide - 488
Crawl - 48C
DA-crouch - 490
Walljump - 494
Wallcling - 498
Zair - 49C
U12 - 4A0
U13 - 4A4

 :bowser:
Code:
U0(Jab??)- 4A8
Jab - 4AC
RapidJab - 4B0
Ftilt - 4B4
Fsmash - 4B8
Muiltjump - 4BC
Glide - 4C0
Crawl - 4C4
DA-crouch - 4C8
Walljump - 4CC
Wallcling - 4D0
Zair - 4D4
U12 - 4D8
U13 - 4DC

 :peach:
Code:
U0(Jab??)- 4E0
Jab - 4E4
RapidJab - 4E8
Ftilt - 4EC
Fsmash - 4F0
Muiltjump - 4F4
Glide - 4F8
Crawl - 4FC
DA-crouch - 500
Walljump - 504
Wallcling - 508
Zair - 50C
U12 - 510
U13 - 514

 :zelda:
Code:
U0(Jab??)- 518
Jab - 51C
RapidJab - 520
Ftilt - 524
Fsmash - 528
Muiltjump - 52C
Glide - 530
Crawl - 534
DA-crouch - 538
Walljump - 53C
Wallcling - 540
Zair - 544
U12 - 548
U13 - 54C

 :sheik:
Code:
U0(Jab??)- 550
Jab - 554
RapidJab - 558
Ftilt - 55C
Fsmash - 560
Muiltjump - 564
Glide - 568
Crawl - 56C
DA-crouch - 570
Walljump - 574
Wallcling - 578
Zair - 57C
U12 - 580
U13 - 584

:popo: (POPO)
Code:
U0(Jab??)- 588
Jab - 58C
RapidJab - 590
Ftilt - 594
Fsmash - 598
Muiltjump - 59C
Glide - 5A0
Crawl - 5A4
DA-crouch - 5A8
Walljump - 5AC
Wallcling - 5B0
Zair - 5B4
U12 - 5B8
U13 - 5BC

:popo:(NANA)
Code:
U0(Jab??)- 5C0
Jab - 5C4
RapidJab - 5C8
Ftilt - 5CC
Fsmash - 5D0
Muiltjump - 5D4
Glide - 5D8
Crawl - 5DC
DA-crouch - 5E0
Walljump - 5E4
Wallcling - 5E8
Zair - 5EC
U12 - 5F0
U13 - 5F4

 :marth:
Code:
U0(Jab??)- 5F8
Jab - 5FC
RapidJab - 600
Ftilt - 604
Fsmash - 608
Muiltjump - 60C
Glide - 610
Crawl - 614
DA-crouch - 618
Walljump - 61C
Wallcling - 620
Zair - 624
U12 - 628
U13 - 62C

 :gw:
Code:
U0(Jab??)- 630
Jab - 634
RapidJab - 638
Ftilt - 63C
Fsmash - 640
Muiltjump - 644
Glide - 648
Crawl - 64C
DA-crouch - 650
Walljump - 654
Wallcling - 658
Zair - 65C
U12 - 660
U13 - 664

 :falco:
Code:
U0(Jab??)- 668
Jab - 66C
RapidJab - 670
Ftilt - 674
Fsmash - 678
Muiltjump - 67C
Glide - 680
Crawl - 684
DA-crouch - 688
Walljump - 68C
Wallcling - 690
Zair - 694
U12 - 698
U13 - 69C

 :ganon:
Code:
U0(Jab??)- 6A0
Jab - 6A4
RapidJab - 6A8
Ftilt - 6AC
Fsmash - 6B0
Muiltjump - 6B4
Glide - 6B8
Crawl - 6BC
DA-crouch - 6C0
Walljump - 6C4
Wallcling - 6C8
Zair - 6CC
U12 - 6D0
U13 - 6D4

 :wario2:
Code:
U0(Jab??)- 6D8
Jab - 6DC
RapidJab - 6E0
Ftilt - 6E4
Fsmash - 6E8
Muiltjump - 6EC
Glide - 6F0
Crawl - 6F4
DA-crouch - 6F8
Walljump - 6FC
Wallcling - 700
Zair - 704
U12 - 708
U13 - 70C

 :mk:
Code:
U0(Jab??)- 710
Jab - 714
RapidJab - 718
Ftilt - 71C
Fsmash - 720
Muiltjump - 724
Glide - 728
Crawl - 72C
DA-crouch - 730
Walljump - 734
Wallcling - 738
Zair - 73C
U12 - 740
U13 - 744

 :pit:
Code:
U0(Jab??)- 748
Jab - 74C
RapidJab - 750
Ftilt - 754
Fsmash - 758
Muiltjump - 75C
Glide - 760
Crawl - 764
DA-crouch - 768
Walljump - 76C
Wallcling - 770
Zair - 774
U12 - 778
U13 - 77C

 :zsuit:
Code:
U0(Jab??)- 780
Jab - 784
RapidJab - 788
Ftilt - 78C
Fsmash - 790
Muiltjump - 794
Glide - 798
Crawl - 79C
DA-crouch - 7A0
Walljump - 7A4
Wallcling - 7A8
Zair - 7AC
U12 - 7B0
U13 - 7B4

 :olimar:
Code:
U0(Jab??)- 7B8
Jab - 7BC
RapidJab - 7C0
Ftilt - 7C4
Fsmash - 7C8
Muiltjump - 7CC
Glide - 7D0
Crawl - 7D4
DA-crouch - 7D8
Walljump - 7DC
Wallcling - 7E0
Zair - 7E4
U12 - 7E8
U13 - 7EC

 :lucas:
Code:
U0(Jab??)- 7F0
Jab - 7F4
RapidJab - 7F8
Ftilt - 7FC
Fsmash - 800
Muiltjump - 804
Glide - 808
Crawl - 80C
DA-crouch - 810
Walljump - 814
Wallcling - 818
Zair - 81C
U12 - 820
U13 - 824

 :diddy:
Code:
U0(Jab??)- 828
Jab - 82C
RapidJab - 830
Ftilt - 834
Fsmash - 838
Muiltjump - 83C
Glide - 840
Crawl - 844
DA-crouch - 848
Walljump - 84C
Wallcling - 850
Zair - 854
U12 - 858
U13 - 85C

 :poketrainer:
Code:
U0(Jab??)- 860
Jab - 864
RapidJab - 868
Ftilt - 86C
Fsmash - 870
Muiltjump - 874
Glide - 878
Crawl - 87C
DA-crouch - 880
Walljump - 884
Wallcling - 888
Zair - 88C
U12 - 890
U13 - 894

 :charizard:
Code:
U0(Jab??)- 898
Jab - 89C
RapidJab - 8A0
Ftilt - 8A4
Fsmash - 8A8
Muiltjump - 8AC
Glide - 8B0
Crawl - 8B4
DA-crouch - 8B8
Walljump - 8BC
Wallcling - 8C0
Zair - 8C4
U12 - 8C8
U13 - 8CC

 :squirtle:
Code:
U0(Jab??)- 8D0
Jab - 8D4
RapidJab - 8D8
Ftilt - 8DC
Fsmash - 8E0
Muiltjump - 8E4
Glide - 8E8
Crawl - 8EC
DA-crouch - 8F0
Walljump - 8F4
Wallcling - 8F8
Zair - 8FC
U12 - 900
U13 - 904

 :ivysaur:
Code:
U0(Jab??)- 908
Jab - 90C
RapidJab - 910
Ftilt - 914
Fsmash - 918
Muiltjump - 91C
Glide - 920
Crawl - 924
DA-crouch - 928
Walljump - 92C
Wallcling - 930
Zair - 934
U12 - 938
U13 - 93C

 :dedede:
Code:
U0(Jab??)- 940
Jab - 944
RapidJab - 948
Ftilt - 94C
Fsmash - 950
Muiltjump - 954
Glide - 958
Crawl - 95C
DA-crouch - 960
Walljump - 964
Wallcling - 968
Zair - 96C
U12 - 970
U13 - 974

 :lucario:
Code:
U0(Jab??)- 978
Jab - 97C
RapidJab - 980
Ftilt - 984
Fsmash - 988
Muiltjump - 98C
Glide - 990
Crawl - 994
DA-crouch - 998
Walljump - 99C
Wallcling - 9A0
Zair - 9A4
U12 - 9A8
U13 - 9AC

 :ike:
Code:
U0(Jab??)- 9B0
Jab - 9B4
RapidJab - 9B8
Ftilt - 9BC
Fsmash - 9C0
Muiltjump - 9C4
Glide - 9C8
Crawl - 9CC
DA-crouch - 9D0
Walljump - 9D4
Wallcling - 9D8
Zair - 9DC
U12 - 9E0
U13 - 9E4

 :rob:
Code:
U0(Jab??)- 9E8
Jab - 9EC
RapidJab - 9F0
Ftilt - 9F4
Fsmash - 9F8
Muiltjump - 9FC
Glide - A00
Crawl - A04
DA-crouch - A08
Walljump - A0C
Wallcling - A10
Zair - A14
U12 - A18
U13 - A1C

PRAMAI[DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- A20
Jab - A24
RapidJab - A28
Ftilt - A2C
Fsmash - A30
Muiltjump - A34
Glide - A38
Crawl - A3C
DA-crouch - A40
Walljump - A44
Wallcling - A48
Zair - A4C
U12 - A50
U13 - A54

 :jiggly:
Code:
U0(Jab??)- A58
Jab - A5C
RapidJab - A60
Ftilt - A64
Fsmash - A68
Muiltjump - A6C
Glide - A70
Crawl - A74
DA-crouch - A78
Walljump - A7C
Wallcling - A80
Zair - A84
U12 - A88
U13 - A8C

 :mewtwo:[DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- A90
Jab - A94
RapidJab - A98
Ftilt - A9C
Fsmash - AA0
Muiltjump - AA4
Glide - AA8
Crawl - AAC
DA-crouch - AB0
Walljump - AB4
Wallcling - AB8
Zair - ABC
U12 - AC0
U13 - AC4

 :roy:[DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- AC8
Jab - ACC
RapidJab - AD0
Ftilt - AD4
Fsmash - AD8
Muiltjump - ADC
Glide - AE0
Crawl - AE4
DA-crouch - AE8
Walljump - AEC
Wallcling - AF0
Zair - AF4
U12 - AF8
U13 - AFC

 :drmario:[DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- B00
Jab - B04
RapidJab - B08
Ftilt - B0C
Fsmash - B10
Muiltjump - B14
Glide - B18
Crawl - B1C
DA-crouch - B20
Walljump - B24
Wallcling - B28
Zair - B2C
U12 - B30
U13 - B34

 :tlink:
Code:
U0(Jab??)- B38
Jab - B3C
RapidJab - B40
Ftilt - B44
Fsmash - B48
Muiltjump - B4C
Glide - B50
Crawl - B54
DA-crouch - B58
Walljump - B5C
Wallcling - B60
Zair - B64
U12 - B68
U13 - B6C

TOON ZELDA [DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- B70
Jab - B74
RapidJab - B78
Ftilt - B7C
Fsmash - B80
Muiltjump - B84
Glide - B88
Crawl - B8C
DA-crouch - B90
Walljump - B94
Wallcling - B98
Zair - B9C
U12 - BA0
U13 - BA4

TOON SHEIK [DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- BA8
Jab - BAC
RapidJab - BB0
Ftilt - BB4
Fsmash - BB8
Muiltjump - BBC
Glide - BC0
Crawl - BC4
DA-crouch - BC8
Walljump - BCC
Wallcling - BD0
Zair - BD4
U12 - BD8
U13 - BDC

 :wolf:
Code:
U0(Jab??)- BE0
Jab - BE4
RapidJab - BE8
Ftilt - BEC
Fsmash - BF0
Muiltjump - BF4
Glide - BF8
Crawl - BFC
DA-crouch - C00
Walljump - C04
Wallcling - C08
Zair - C0C
U12 - C10
U13 - C14

DIXIE [DUMMIED OUT CHARACTER SLOT]
Code:
U0(Jab??)- C18
Jab - C1C
RapidJab - C20
Ftilt - C24
Fsmash - C28
Muiltjump - C2C
Glide - C30
Crawl - C34
DA-crouch - C38
Walljump - C3C
Wallcling - C40
Zair - C44
U12 - C48
U13 - C4C

 :snake:
Code:
U0(Jab??)- C50
Jab - C54
RapidJab - C58
Ftilt - C5C
Fsmash - C60
Muiltjump - C64
Glide - C68
Crawl - C6C
DA-crouch - C70
Walljump - C74
Wallcling - C78
Zair - C7C
U12 - C80
U13 - C84

 :sonic:
Code:
U0(Jab??)- C88
Jab - C8C
RapidJab - C90
Ftilt - C94
Fsmash - C98
Muiltjump - C9C
Glide - CA0
Crawl - CA4
DA-crouch - CA8
Walljump - CAC
Wallcling - CB0
Zair - CB4
U12 - CB8
U13 - CBC

Giga Bowser
Code:
U0(Jab??)- CC0
Jab - CC4
RapidJab - CC8
Ftilt - CCC
Fsmash - CD0
Muiltjump - CD4
Glide - CD8
Crawl - CDC
DA-crouch - CE0
Walljump - CE4
Wallcling - CE8
Zair - CEC
U12 - CF0
U13 - CF4

Wario-Man
Code:
U0(Jab??)- CF8
Jab - CFC
RapidJab - D00
Ftilt - D04
Fsmash - D08
Muiltjump - D0C
Glide - D10
Crawl - D14
DA-crouch - D18
Walljump - D1C
Wallcling - D20
Zair - D24
U12 - D28
U13 - D2C

Zakoboy/Red Alloy
Code:
U0(Jab??)- D30
Jab - D34
RapidJab - D38
Ftilt - D3C
Fsmash - D40
Muiltjump - D44
Glide - D48
Crawl - D4C
DA-crouch - D50
Walljump - D54
Wallcling - D58
Zair - D5C
U12 - D60
U13 - D64

Zakogirl/Blue Alloy
Code:
U0(Jab??)- D68
Jab - D6C
RapidJab - D70
Ftilt - D74
Fsmash - D78
Muiltjump - D7C
Glide - D80
Crawl - D84
DA-crouch - D88
Walljump - D8C
Wallcling - D90
Zair - D94
U12 - D98
U13 - D9C

ZakoChild/Yellow Alloy
Code:
U0(Jab??)- DA0
Jab - DA4
RapidJab - DA8
Ftilt - DAC
Fsmash - DB0
Muiltjump - DB4
Glide - DB8
Crawl - DBC
DA-crouch - DC0
Walljump - DC4
Wallcling - DC8
Zair - DCC
U12 - DD0
U13 - DD4

ZakoBalll/Green Alloy
Code:
U0(Jab??)- DD8
Jab - DDC
RapidJab - DE0
Ftilt - DE4
Fsmash - DE8
Muiltjump - DEC
Glide - DF0
Crawl - DF4
DA-crouch - DF8
Walljump - DFC
Wallcling - E00
Zair - E04
U12 - E08
U13 - E0C

 :mario: [DEBUG VERSION]
Code:
U0(Jab??)- E10
Jab - E14
RapidJab - E18
Ftilt - E1C
Fsmash - E20
Muiltjump - E24
Glide - E28
Crawl - E2C
DA-crouch - E30
Walljump - E34
Wallcling - E38
Zair - E3C
U12 - E40
U13 - E44

Guess what?
With this list, I'm done! :yay:

PAL version of the list and code is over here:
http://www.mediafire.com/?ks1iba3c5vj4qk2
Link was updated AGAIN
PAL IC-Constants
Code:
All character IC-Constant PAL offsets by ssbbtailsfan, credit to Dantarion, standardtoaster, and everybody else who contributed to the IC-Constants page on the OpenSA Wiki.

04B07XXX 0000000X

Mario's IC-Constant offsets

U0(Jab??)  - 058
Jab        - 05C
RapidJab   - 060
Ftilt      - 064
Fsmash     - 068
MultiJump  - 06C
Glide      - 070
Crawl      - 074
DA>Crouch  - 078
WallJump   - 07C
WallCling  - 080
Zair       - 084
U12        - 088
U13        - 08C

Donkey Kong's IC-Contsant offsets

U0(Jab??)  - 090
Jab        - 094
RapidJab   - 098
Ftilt      - 09C
Fsmash     - 0A0
MultiJump  - 0A4
Glide      - 0A8
Crawl      - 0AC
DA>Crouch  - 0B0
WallJump   - 0B4
WallCling  - 0B8
Zair       - 0BC
U12        - 0C0
U13        - 0C4

Link's IC-Constant offsets

U0(Jab??)  - 0C8
Jab        - 0CC
RapidJab   - 0D0
Ftilt      - 0D4
Fsmash     - 0D8
MultiJump  - 0DC
Glide      - 0E0
Crawl      - 0E4
DA>Crouch  - 0E8
WallJump   - 0EC
WallCling  - 0F0
Zair       - 0F4
U12        - 0F8
U13        - 0FC

Samus's IC-Constant offsets

U0(Jab??)  - 110
Jab        - 114
RapidJab   - 118
Ftilt      - 11C
Fsmash     - 120
MultiJump  - 124
Glide      - 128
Crawl      - 12C
DA>Crouch  - 130
WallJump   - 134
WallCling  - 138
Zair       - 13C
U12        - 140
U13        - 144

Yoshi's IC-Constant offsets

U0(Jab??)  - 148
Jab        - 14C
RapidJab   - 150
Ftilt      - 154
Fsmash     - 158
MultiJump  - 15C
Glide      - 160
Crawl      - 164
DA>Crouch  - 168
WallJump   - 16C
WallCling  - 170
Zair       - 174
U12        - 178
U13        - 17C

Kirby's IC-Constant offsets

U0(Jab??)  - 180
Jab        - 184
RapidJab   - 188
Ftilt      - 18C
Fsmash     - 190
MultiJump  - 194
Glide      - 198
Crawl      - 19C
DA>Crouch  - 1A0
WallJump   - 1A4
WallCling  - 1A8
Zair       - 1AC
U12        - 1B0
U13        - 1B4

Fox's IC-Constant offsets

U0(Jab??)  - 1B8
Jab        - 1BC
RapidJab   - 1C0
Ftilt      - 1C4
Fsmash     - 1C8
MultiJump  - 1CC
Glide      - 1D0
Crawl      - 1D4
DA>Crouch  - 1D8
WallJump   - 1DC
WallCling  - 1E0
Zair       - 1E4
U12        - 1E8
U13        - 1EC

Pikachu's IC-Constant offsets

U0(Jab??)  - 1F0
Jab        - 1F4
RapidJab   - 1F8
Ftilt      - 1FC
Fsmash     - 200
MultiJump  - 204
Glide      - 208
Crawl      - 20C
DA>Crouch  - 210
WallJump   - 214
WallCling  - 218
Zair       - 21C
U12        - 220
U13        - 224

Luigi's IC-Constant offsets

U0(Jab??)  - 228
Jab        - 22C
RapidJab   - 230
Ftilt      - 234
Fsmash     - 238
MultiJump  - 23C
Glide      - 240
Crawl      - 244
DA>Crouch  - 248
WallJump   - 24C
WallCling  - 250
Zair       - 254
U12        - 258
U13        - 25C

Captain Falcon's IC-Constant offsets

U0(Jab??)  - 260
Jab        - 264
RapidJab   - 268
Ftilt      - 26C
Fsmash     - 270
MultiJump  - 274
Glide      - 278
Crawl      - 27C
DA>Crouch  - 280
WallJump   - 284
WallCling  - 288
Zair       - 28C
U12        - 290
U13        - 294

Ness's IC-Constant offsets

U0(Jab??)  - 298
Jab        - 29C
RapidJab   - 2A0
Ftilt      - 2A4
Fsmash     - 2A8
MultiJump  - 2AC
Glide      - 2B0
Crawl      - 2B4
DA>Crouch  - 2B8
WallJump   - 2BC
WallCling  - 2C0
Zair       - 2C4
U12        - 2C8
U13        - 2CC

Koopa's/Bowser's IC-Constant offsets

U0(Jab??)  - 2D0
Jab        - 2D4
RapidJab   - 2D8
Ftilt      - 2DC
Fsmash     - 2E0
MultiJump  - 2E4
Glide      - 2E8
Crawl      - 2EC
DA>Crouch  - 2F0
WallJump   - 2F4
WallCling  - 2F8
Zair       - 2FC
U12        - 300
U13        - 304

Peach's IC-Constant offsets

U0(Jab??)  - 308
Jab        - 30C
RapidJab   - 310
Ftilt      - 314
Fsmash     - 318
MultiJump  - 31C
Glide      - 320
Crawl      - 324
DA>Crouch  - 328
WallJump   - 32C
WallCling  - 330
Zair       - 334
U12        - 338
U13        - 33C

Zelda's IC-Constant offsets

U0(Jab??)  - 340
Jab        - 344
RapidJab   - 348
Ftilt      - 34C
Fsmash     - 350
MultiJump  - 354
Glide      - 358
Crawl      - 35C
DA>Crouch  - 360
WallJump   - 364
WallCling  - 368
Zair       - 36C
U12        - 370
U13        - 374

Shiek's IC-Constant offsets

U0(Jab??)  - 378
Jab        - 37C
RapidJab   - 380
Ftilt      - 384
Fsmash     - 388
MultiJump  - 38C
Glide      - 390
Crawl      - 394
DA>Crouch  - 398
WallJump   - 39C
WallCling  - 3A0
Zair       - 3A4
U12        - 3A8
U13        - 3AC

Popo's IC-Constant offsets

U0(Jab??)  - 3B0
Jab        - 3B4
RapidJab   - 3B8
Ftilt      - 3BC
Fsmash     - 3C0
MultiJump  - 3C4
Glide      - 3C8
Crawl      - 3CC
DA>Crouch  - 3D0
WallJump   - 3D4
WallCling  - 3D8
Zair       - 3DC
U12        - 3E0
U13        - 3E4

Nana's IC-Constant offsets

U0(Jab??)  - 3E8
Jab        - 3EC
RapidJab   - 3F0
Ftilt      - 3F4
Fsmash     - 3F8
MultiJump  - 3FC
Glide      - 400
Crawl      - 404
DA>Crouch  - 408
WallJump   - 40C
WallCling  - 410
Zair       - 414
U12        - 418
U13        - 41C

Marth's IC-Constant offsets

U0(Jab??)  - 420
Jab        - 424
RapidJab   - 428
Ftilt      - 42C
Fsmash     - 430
MultiJump  - 434
Glide      - 438
Crawl      - 43C
DA>Crouch  - 440
WallJump   - 444
WallCling  - 448
Zair       - 44C
U12        - 450
U13        - 454

Mr. Game & Watch's IC-Constant offsets

U0(Jab??)  - 458
Jab        - 45C
RapidJab   - 460
Ftilt      - 464
Fsmash     - 468
MultiJump  - 46C
Glide      - 470
Crawl      - 474
DA>Crouch  - 478
WallJump   - 47C
WallCling  - 480
Zair       - 484
U12        - 488
U13        - 48C

Falco's IC-Constant offsets

U0(Jab??)  - 490
Jab        - 494
RapidJab   - 498
Ftilt      - 49C
Fsmash     - 4A0
MultiJump  - 4A4
Glide      - 4A8
Crawl      - 4AC
DA>Crouch  - 4B0
WallJump   - 4B4
WallCling  - 4B8
Zair       - 4BC
U12        - 4C0
U13        - 4C4

Ganondorf's IC-Constant offsets

U0(Jab??)  - 4C8
Jab        - 4CC
RapidJab   - 4E0
Ftilt      - 4E4
Fsmash     - 4E8
MultiJump  - 4EC
Glide      - 4F0
Crawl      - 4F4
DA>Crouch  - 4F8
WallJump   - 4FC
WallCling  - 500
Zair       - 504
U12        - 508
U13        - 50C

Wario's IC-Constant offsets

U0(Jab??)  - 510
Jab        - 514
RapidJab   - 518
Ftilt      - 51C
Fsmash     - 520
MultiJump  - 524
Glide      - 528
Crawl      - 52C
DA>Crouch  - 530
WallJump   - 534
WallCling  - 538
Zair       - 53C
U12        - 540
U13        - 544

Metaknight's IC-Constant offsets

U0(Jab??)  - 548
Jab        - 54C
RapidJab   - 550
Ftilt      - 554
Fsmash     - 558
MultiJump  - 55C
Glide      - 560
Crawl      - 564
DA>Crouch  - 568
WallJump   - 56C
WallCling  - 570
Zair       - 574
U12        - 578
U13        - 57C

Pit's IC-Constant offsets

U0(Jab??)  - 580
Jab        - 584
RapidJab   - 588
Ftilt      - 58C
Fsmash     - 590
MultiJump  - 594
Glide      - 598
Crawl      - 59C
DA>Crouch  - 5A0
WallJump   - 5A4
WallCling  - 5A8
Zair       - 5AC
U12        - 5B0
U13        - 5B4

Zerosuit Samus's IC-Constant offsets

U0(Jab??)  - 5B8
Jab        - 5BC
RapidJab   - 5C0
Ftilt      - 5C4
Fsmash     - 5C8
MultiJump  - 5CC
Glide      - 5D0
Crawl      - 5D4
DA>Crouch  - 5D8
WallJump   - 5DC
WallCling  - 5E0
Zair       - 5E4
U12        - 5E8
U13        - 5EC

Pikmin's/Olimar's IC-Constant offsets

U0(Jab??)  - 5F0
Jab        - 5F4
RapidJab   - 5F8
Ftilt      - 5FC
Fsmash     - 600
MultiJump  - 604
Glide      - 608
Crawl      - 60C
DA>Crouch  - 610
WallJump   - 614
WallCling  - 618
Zair       - 61C
U12        - 620
U13        - 624

Lucas's IC-Constant offsets

U0(Jab??)  - 628
Jab        - 62C
RapidJab   - 630
Ftilt      - 634
Fsmash     - 638
MultiJump  - 63C
Glide      - 640
Crawl      - 644
DA>Crouch  - 648
WallJump   - 64C
WallCling  - 650
Zair       - 654
U12        - 658
U13        - 65C

Diddy Kong's IC-Constant offsets

U0(Jab??)  - 660
Jab        - 664
RapidJab   - 668
Ftilt      - 66C
Fsmash     - 670
MultiJump  - 674
Glide      - 678
Crawl      - 67C
DA>Crouch  - 680
WallJump   - 684
WallCling  - 688
Zair       - 68C
U12        - 690
U13        - 694

Pokemon Trainer's IC-Constant offsets

U0(Jab??)  - 698
Jab        - 69C
RapidJab   - 6A0
Ftilt      - 6A4
Fsmash     - 6A8
MultiJump  - 6AC
Glide      - 6B0
Crawl      - 6B4
DA>Crouch  - 6B8
WallJump   - 6BC
WallCling  - 6C0
Zair       - 6C4
U12        - 6C8
U13        - 6CC

Lizardon's/Charizard's IC-Constant offsets

U0(Jab??)  - 6D0
Jab        - 6D4
RapidJab   - 6D8
Ftilt      - 6DC
Fsmash     - 6E0
MultiJump  - 6E4
Glide      - 6E8
Crawl      - 6EC
DA>Crouch  - 6F0
WallJump   - 6F4
WallCling  - 6F8
Zair       - 6FC
U12        - 700
U13        - 704

Zenigame's/Squartle's IC-Constant offsets

U0(Jab??)  - 708
Jab        - 70C
RapidJab   - 710
Ftilt      - 714
Fsmash     - 718
MultiJump  - 71C
Glide      - 720
Crawl      - 724
DA>Crouch  - 728
WallJump   - 72C
WallCling  - 730
Zair       - 734
U12        - 738
U13        - 73C

Fushigisou's/Ivysaur's IC-Constant offsets

U0(Jab??)  - 740
Jab        - 744
RapidJab   - 748
Ftilt      - 74C
Fsmash     - 750
MultiJump  - 754
Glide      - 758
Crawl      - 75C
DA>Crouch  - 760
WallJump   - 764
WallCling  - 768
Zair       - 76C
U12        - 770
U13        - 774

King Dedede's IC-Constant offsets

U0(Jab??)  - 778
Jab        - 77C
RapidJab   - 780
Ftilt      - 784
Fsmash     - 788
MultiJump  - 78C
Glide      - 790
Crawl      - 794
DA>Crouch  - 798
WallJump   - 79C
WallCling  - 7A0
Zair       - 7A4
U12        - 7A8
U13        - 7AC

Lucario's IC-Constant offsets

U0(Jab??)  - 7B0
Jab        - 7B4
RapidJab   - 7B8
Ftilt      - 7BC
Fsmash     - 7C0
MultiJump  - 7C4
Glide      - 7C8
Crawl      - 7CC
DA>Crouch  - 7D0
WallJump   - 7D4
WallCling  - 7D8
Zair       - 7DC
U12        - 7E0
U13        - 7E4

Ike's IC-Constant offsets

U0(Jab??)  - 7E8
Jab        - 7EC
RapidJab   - 7F0
Ftilt      - 7F4
Fsmash     - 7F8
MultiJump  - 7FC
Glide      - 800
Crawl      - 804
DA>Crouch  - 808
WallJump   - 80C
WallCling  - 810
Zair       - 814
U12        - 818
U13        - 81C

Robot's/ROB's IC-Constant offsets

U0(Jab??)  - 820
Jab        - 824
RapidJab   - 828
Ftilt      - 82C
Fsmash     - 830
MultiJump  - 834
Glide      - 838
Crawl      - 83C
DA>Crouch  - 840
WallJump   - 844
WallCling  - 848
Zair       - 84C
U12        - 850
U13        - 854

Pramai's IC-Constant offsets

U0(Jab??)  - 858
Jab        - 85C
RapidJab   - 860
Ftilt      - 864
Fsmash     - 868
MultiJump  - 86C
Glide      - 870
Crawl      - 874
DA>Crouch  - 878
WallJump   - 87C
WallCling  - 880
Zair       - 884
U12        - 888
U13        - 88C

Purin's/Jiggypuff's IC-Constant offsets

U0(Jab??)  - 890
Jab        - 894
RapidJab   - 898
Ftilt      - 89C
Fsmash     - 8A0
MultiJump  - 8A4
Glide      - 8A8
Crawl      - 8AC
DA>Crouch  - 8B0
WallJump   - 8B4
WallCling  - 8B8
Zair       - 8BC
U12        - 8C0
U13        - 8C4

Mewtwo's IC-Constant offsets

U0(Jab??)  - 8C8
Jab        - 8CC
RapidJab   - 8D0
Ftilt      - 8D4
Fsmash     - 8D8
MultiJump  - 8DC
Glide      - 8E0
Crawl      - 8E4
DA>Crouch  - 8E8
WallJump   - 8EC
WallCling  - 8F0
Zair       - 8F4
U12        - 8F8
U13        - 8FC

Roy's IC-Constant offsets

U0(Jab??)  - 900
Jab        - 904
RapidJab   - 908
Ftilt      - 90C
Fsmash     - 910
MultiJump  - 914
Glide      - 918
Crawl      - 91C
DA>Crouch  - 920
WallJump   - 924
WallCling  - 928
Zair       - 92C
U12        - 930
U13        - 934

Dr. Mario's IC-Constant offsets

U0(Jab??)  - 938
Jab        - 93C
RapidJab   - 940
Ftilt      - 944
Fsmash     - 948
MultiJump  - 94C
Glide      - 950
Crawl      - 954
DA>Crouch  - 958
WallJump   - 95C
WallCling  - 960
Zair       - 964
U12        - 968
U13        - 96C

ToonLink's IC-Constant offsets

U0(Jab??)  - 970
Jab        - 974
RapidJab   - 978
Ftilt      - 97C
Fsmash     - 980
MultiJump  - 984
Glide      - 988
Crawl      - 98C
DA>Crouch  - 990
WallJump   - 994
WallCling  - 998
Zair       - 99C
U12        - 9A0
U13        - 9A4

ToonZelda's IC-Constant offsets

U0(Jab??)  - 9A8
Jab        - 9AC
RapidJab   - 9B0
Ftilt      - 9B4
Fsmash     - 9B8
MultiJump  - 9BC
Glide      - 9C0
Crawl      - 9C4
DA>Crouch  - 9C8
WallJump   - 9CC
WallCling  - 9D0
Zair       - 9D4
U12        - 9D8
U13        - 9DC

ToonSheik's IC-Constant offsets

U0(Jab??)  - 9E0
Jab        - 9E4
RapidJab   - 9E8
Ftilt      - 9EC
Fsmash     - 9F0
MultiJump  - 9F4
Glide      - 9F8
Crawl      - 9FC
DA>Crouch  - A00
WallJump   - A04
WallCling  - A08
Zair       - A0C
U12        - A10
U13        - A14

Wolf's IC-Constant offsets

U0(Jab??)  - A18
Jab        - A1C
RapidJab   - A20
Ftilt      - A24
Fsmash     - A28
MultiJump  - A2C
Glide      - A30
Crawl      - A34
DA>Crouch  - A38
WallJump   - A3C
WallCling  - A40
Zair       - A44
U12        - A48
U13        - A4C

Dixie's IC-Constant offsets

U0(Jab??)  - A50
Jab        - A54
RapidJab   - A58
Ftilt      - A5C
Fsmash     - A60
MultiJump  - A64
Glide      - A68
Crawl      - A6C
DA>Crouch  - A70
WallJump   - A74
WallCling  - A78
Zair       - A7C
U12        - A80
U13        - A84

Snake's IC-Constant offsets

U0(Jab??)  - A88
Jab        - A8C
RapidJab   - A90
Ftilt      - A94
Fsmash     - A98
MultiJump  - A9C
Glide      - AA0
Crawl      - AA4
DA>Crouch  - AA8
WallJump   - AAC
WallCling  - AB0
Zair       - AB4
U12        - AB8
U13        - ABC

Sonic's IC-Constant offsets

U0(Jab??)  - AC0
Jab        - AC4
RapidJab   - AC8
Ftilt      - ACC
Fsmash     - AD0
MultiJump  - AD4
Glide      - AD8
Crawl      - ADC
DA>Crouch  - AE0
WallJump   - AE4
WallCling  - AE8
Zair       - AEC
U12        - AF0
U13        - AF4

Giga Koopa's/Giga Bowser's IC-Constant offsets

U0(Jab??)  - AF8
Jab        - AFC
RapidJab   - B00
Ftilt      - B04
Fsmash     - B08
MultiJump  - B0C
Glide      - B10
Crawl      - B14
DA>Crouch  - B18
WallJump   - B1C
WallCling  - B20
Zair       - B24
U12        - B28
U13        - B2C

Warioman's IC-Constant offsets

U0(Jab??)  - B30
Jab        - B34
RapidJab   - B38
Ftilt      - B3C
Fsmash     - B40
MultiJump  - B44
Glide      - B48
Crawl      - B4C
DA>Crouch  - B50
WallJump   - B54
WallCling  - B58
Zair       - B5C
U12        - B60
U13        - B64

Zakoboy's IC-Constant offsets

U0(Jab??)  - B68
Jab        - B6C
RapidJab   - B70
Ftilt      - B74
Fsmash     - B78
MultiJump  - B7C
Glide      - B80
Crawl      - B84
DA>Crouch  - B88
WallJump   - B8C
WallCling  - B90
Zair       - B94
U12        - B98
U13        - B9C

Zakogirl's IC-Constant offsets

U0(Jab??)  - BA0
Jab        - BA4
RapidJab   - BA8
Ftilt      - BAC
Fsmash     - BB0
MultiJump  - BB4
Glide      - BB8
Crawl      - BBC
DA>Crouch  - BC0
WallJump   - BC4
WallCling  - BC8
Zair       - BCC
U12        - BD0
U13        - BD4

Zakochild's IC-Constant offsets

U0(Jab??)  - BD8
Jab        - BDC
RapidJab   - BE0
Ftilt      - BE4
Fsmash     - BE8
MultiJump  - BEC
Glide      - BF0
Crawl      - BF4
DA>Crouch  - BF8
WallJump   - BFC
WallCling  - C00
Zair       - C04
U12        - C08
U13        - C0C

Zakoball's IC-Constant offsets

U0(Jab??)  - C10
Jab        - C14
RapidJab   - C18
Ftilt      - C1C
Fsmash     - C20
MultiJump  - C24
Glide      - C28
Crawl      - C2C
DA>Crouch  - C30
WallJump   - C34
WallCling  - C38
Zair       - C3C
U12        - C40
U13        - C44

MarioD's IC-Constant offsets

U0(Jab??)  - C48
Jab        - C4C
RapidJab   - C50
Ftilt      - C54
Fsmash     - C58
MultiJump  - C5C
Glide      - C60
Crawl      - C64
DA>Crouch  - C68
WallJump   - C6C
WallCling  - C70
Zair       - C74
U12        - C78
U13        - C7C



Important notes for Y values:
For Jabs and Ftilts, do not go over 3.
For FSmash, do not go over 2.
For Multijump, 1 is for normal jumpers, 2 is for true multi-jumpers like :pit:
For Rapid Jab, Glide, Crawl, WallJump, Wall Cling, Zair, and DA -> Crouch, 0 disables it, 1 enables it.

Extra codes in case of Issues


Code:
Individual Character No Entry Data: [IWasAPerson]
00AD80XX 00000000

XX = Character ID + 0x30

Code:
Individual Character No Result Data: [IWasAPerson]
00AD80YY 00000000

YY = Character ID + 0x68

Code:
Characters IDs:
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)

And here's some example codes:

Code:
Mario Has No Entry Data:
00AD8030 00000000

Mario Has No Result Data:
00AD8068 00000000

Olimar Has No Entry Data
00AD8049 00000000

Lucas Has No Entry Data
00AD804A 00000000

King Dedede Has No Entry Data
00AD8050 00000000

Olimar Has No Result Data
00AD8081 00000000

Lucas Has No Result Data
00AD8082 00000000

Full No Entry/Result Data codes:
No Entry Data [Standardtoaster]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000

No Result Data [ssbbtailsfan]
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000

PAL users have to use these codes for now.
XX has YY's IC-Constant [Dantarion, ported to PAL by standardtoaster]
C2853D88 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000

No Entry Data PAL[Standardtoaster]
06AD3E50 00000030
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000

No Result Data PAL[Standardtoaster]
06AD3E88 00000030
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 22, 2011, 08:08:17 PM
Frequently Asked Questions

Q: Who can we port now?

A:
1. As of now Marth and Jigglypuff, due to them not having articles.
2. Ike can be ported via PW's generic.rel. Read this post for more information and please READ ALL OF IT before Dling. (http://forums.kc-mm.com/index.php?topic=14915.msg387442#msg387442)
THIS TOO. (http://forums.kc-mm.com/index.php?topic=14915.msg388044#msg388044)
3. It was recently discovered that Meta Knight as no special references in his cape article, so he is portable as well. Thanks ssbbtailsfan.  (http://forums.kc-mm.com/index.php?topic=14915.msg500535#msg500535)

Q: Will they get their own slots?

A: Yes in the future. Dant discovered a new method that doesn't require.rels to port characters to their own slots.

Q: Why isn't this released?
A: It is not in a safe state yet. Patience is a virtue.

Q: What's going on with this currently?
A: Life. Currently Ports of Donkey Kong and Lucario are in the works, however, the articles do not show up correctly as of now. Also, dant developed a new method using codes without the need of patched modules files. Be patient. However....

Quote from: Dantarion
You are correct, I left and didn't finish things because of lack of interest, but also, real life came into play.
1. The desktop computer, USBGecko, Wii, etc, I used are in California. I am in florida
2. The laptop I originally had broke MONTHS ago.
3. The laptop I was using after that is in California, and isn't mine to freely bring to Florida anymore.
4. I am now busy and much of my day consists of working, and babysitting.
5. My free time I do have for coding is split between my portfolio projects (Mostly AI demos) and work on Street Fighter 4 engine tools, such as Ono!, my moveset editior for AE, and a few in progress tools to help people make custom skins.

While I am supposed to be getting a box sent over, It would be a major hassle to say "hey, can you check that box my wii is in to make sure I have all the cables for the wii, the usbgecko, an SD card, etc, etc"

Right now I don't even have cable. TV or internet for that matter. I have to get online by tethering my phone.
I have a lot going on and while I would like to get back into Wii stuff, not having the stuff with me prevents me from doing so, and even if I did have the stuff, I am not sure how much time I would put into it. I dont even know how much progress has been made since I stopped.




Q: Why are requests so taboo?
A: Because no one is ready or willing to take requests. The main people working on this have explicitly stated that they do not take requests.

Q: Anything Else that should be known?
A: For some reason, External Graphics sets(aka ef____,.pac) of the clones or hosts tend to malfunction or be read from the host character or clone (depending on which one is loaded first in the CSS) when the host character and the clone are in a match simultaneously.
That has to be fixed too.
Also, For Metaknight Clones to work and for Marth to NOT freeze over certain characters, you have to disable entry data and result data.

Q: PAL Version?
A: Currently, we can use PAL Marth.rels since the offsets are the same(Possibly Jigglypuff too), but the No entry/result data and IC Codes were ported.

Q: Where is a list of offsets that have to be changed to port Marth/Jiggs/Meta Knight?
A: http://opensa.dantarion.com/wiki/Patching_Character_Modules

Q: Why did my character freeze when crouching and/or double jumping?
A: It's because the IC-Constants of the host do not match the target character. You need a code to fix it.

Q: Where the heck are the codes to change things like IC's?
A: In the OP. Sorry for the delay.

Q: Why did all the dinosaurs die out?
A: Because you touch yourself at night.

Media and Videos, Streams/Archives and the like


http://www.ustream.tv/channel/strongbad338dude
The beginning.

http://www.youtube.com/watch?v=N3dAKAMPINY
This is an example of the MK port using the module patching method.

http://www.justin.tv/dantarion/b/285661899
5/11/11
First showing of porting method with no patched modules(.rels) These focus on ports of DK and Lucario.

http://www.justin.tv/dantarion/b/285729360
5/12/11
Shows more of the method and this time M2 and Roy have their own slots.
Note: Contains intermission of debugging.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xZedkiel on May 22, 2011, 08:18:20 PM
One question, how goes the Lucario over Mario .rel?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 22, 2011, 08:32:49 PM
Dant did not use .rels to port the character. He used asm codes. I'm updating the thread now...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Anivernage on May 22, 2011, 08:38:56 PM
if marth and jiggs havent articles and can be ported, that means that bowser too, or not?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 22, 2011, 08:42:36 PM
Bowser eh.... let me check...

Bowser is a transforming character, which makes things quite messy.

Also, he has an article which would also complicate things.
I THINK it's his flame breath that's the article...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 22, 2011, 08:52:14 PM
Dant did not use .rels to port the character. He used asm codes. I'm updating the thread now...
So, is it up?

Bowser eh.... let me check...

Bowser is a transforming character, which makes things quite messy.

Also, he has an article which would also complicate things.
I THINK it's his flame breath that's the article...
The flame is an article.

Hmmm... is it possible to delete an article's data in a character? And stop it from annoying people when porting?



Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 22, 2011, 08:53:26 PM
No you cannot delete article data as most articles have hard coded references into the .rels.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 22, 2011, 08:55:58 PM
I WANT MEH CLOUDZ. WHEN'S THE IKE .REL GOING TO BE FINI-

oh wait.


So, what exactly is the difference between a .rel for a character that has articles and one that doesn't?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 22, 2011, 08:56:40 PM
Eternal Yoshi: First of all, good explanations, I didn't even know that Dantarion had developped a new method of porting, I always wondered why some people said rels were obsolete.

I have two questions, if they can be answered I would be happy.

So, the first thing is about Dantarion's new method. You said he uses codes to port, and not rel. Does it mean that we will need to insert codes in the gct file to port someone, and no more rel that were also required? I know it can be idiot, but as I'm not completely sure...

And the second question that I have, and this one I know it is difficult to answer but I can't resist to ask it, is there hope that the duo Zelda and Sheik can be ported? And even, get her own slot so that we can have two zelda and sheik duo for two duo of Psa? I know it is completely impossible for now, but I just wonder if it there is even a single possibility of it to be done.


Thank you for answering me!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 22, 2011, 09:03:12 PM
The ones with articles have special references in the module file that have to be patched specifically for the articles to work correctly and independent of the host character without freezing.

@PP: 1. Yes and yes, when the method is safe and released later.
He said earlier that it's a sequence of specific ASM codes.

2. I do not have any knowledge on whether or not duo or multi characters can be ported with either method.
I think it's ok to keep your hopes up, but wait for this to develop and the answer will be clearer.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 22, 2011, 09:10:25 PM
Ha ha, thank you for answering me, of course for the duo of character, as I know it is not possible now, I will wait all the time needed. ANd for the new method too, I will wait all the time needed, but still, it is good to know that rel won't be needed, it will be probably less complicated. (not that the previous method was not so hard to use but still...)

I don't have any other question for now, thank you!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Anivernage on May 22, 2011, 10:10:52 PM
No you cannot delete article data as most articles have hard coded references into the .rels.
but, is there a way to add that into a character who hasnt articles or ext gfx 3d models??
by codes?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 22, 2011, 10:22:23 PM
Not to my knowledge, no.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 22, 2011, 10:40:05 PM
Why are atricles so annoying when porting?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 22, 2011, 10:47:57 PM
Becuase almost all of them have references in the modules that each need TLC and precision patching that's complex in order to NOT freeze the game and work correctly.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 22, 2011, 10:51:57 PM
Why can't you clone Ike/Marth over the alloys?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 22, 2011, 11:49:42 PM
The Alloys are characters that share 1 .rel which means you currently cannot port them over the alloys.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on May 23, 2011, 04:32:46 AM
How do the .rel files even work? For example, I have all of Ike's files in my mario folder renamed from fitike to fitmario, and a ft_mario.rel file in my module folder. Now, what im asking basically, is what exactly the rel file does, besides port the ike files to mario. Also, i don't use any IC Constants codes or anything, just the .rel

One more question if you don't mind. If i was to just extract a .rel (ft_fox.rel, for example) from the brawl iso, and shove it in my module folder, then get say a link hack and put fitlink00.pac and the rest of the fitlink files in my fox folder, and rename em all to fitfox, would that cause a crash or just have no effect at all?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 23, 2011, 06:25:49 AM
That would crash the game no doubt. Going back to sleep now.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DrKoala on May 23, 2011, 01:18:08 PM
Eh, I guess it's, like, pointless to ask about PAL versions of this, right?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 23, 2011, 01:29:09 PM
I have no issues with that, BUT it may be a LONG TIME before that happens. In the meantime, I suggest finding an UL for all the PAL Brawl's module files(aka .rel) files.

For all we know, Marth and Jiggs ports could happen in PAL too right now.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on May 23, 2011, 01:31:21 PM
btw what do you think come first
add more chars slots or afew more .rels?
i just want to know since dant said that with add more chars slots and still working on porting afew over Mario like a Lucario over Mario(why it has to be Mario)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 23, 2011, 01:33:07 PM
Hmm...... I'm not sure what PW is doing but Dant is apparently done with the whole .rel thing.

I'm pretty sure that won't be out for a long time.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on May 23, 2011, 01:34:09 PM
you mean the .rel for XXXX chars. over XXXX chars (not only Replace mario with like Lucario but for anyone)?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DTST on May 23, 2011, 01:44:44 PM
One thing i'v always wondered is since there are codes to add other characters sound banks over a nother character example: there is a Roy over Marth clone engine that has this

Does it matter if you you replace the actual characters sounds? Nother example: if you have a cloud sound pack over Ike and you used the code to have Marths sound bank on ike would it also replace Marths actual sound bank?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on May 23, 2011, 01:47:06 PM
lol i just thinking on a new Questing
what about Kirby hats to the new slots?
i dont think this code will be Kirby safe


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 23, 2011, 02:13:19 PM
Q: Why did all the dinosaurs die out?
A: Because you touch yourself at night.
I was about to ask that XP


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 23, 2011, 05:34:32 PM
lol i just thinking on a new Questing
what about Kirby hats to the new slots?
i dont think this code will be Kirby safe

Danatrion said a while back that the hats will work how he wants them to work.

I would imagine the copy power being that of the host character, like MK's power for Gray Fox, Link's power for Zero and Lyn, and so on.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Infernape on May 23, 2011, 07:35:38 PM
I Want that roy PSA I love it :D


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 24, 2011, 03:52:45 PM
This thread needs to live. For obvious reasons. The Q&A will slowly be updated as time goes by.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 24, 2011, 03:55:52 PM
How the heck do I patch a ft_ike.rel and ft_marth.rel

(Give a man a fish, feed him a day, teach man how to fish, feed him for life)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 24, 2011, 04:47:55 PM
Ike.rel - (I currently don't know. It's not enough to patch the character and module IDs, you have to patch the article or else)

Marth.rel - You have to change the character ID and module ID - See the FAQ for which offsets


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dope on May 24, 2011, 04:57:46 PM
First of all, thanks for making this thread EternalYoshi. I've been a lurker here for over half a year and it's been really annoying waiting for information on the clone engine or character porting when I'm stuck reading through tons of questions and demands in the official threads. Here's hoping this thread will cut back a lot of those posts and the other threads will stay on track with only clone engine updates being posted. It's also nice to see you being patient enough to answer everyone's questions here. I'd probably go insane having to answer all the questions that have been asked a dozen times already.

Is there a reason why Ike isn't listed under the "Who can we port now" section?

Also I have quite a few rels that I changed for Ike and Marth to be ported over other characters all of which don't have any freezing problems. Since it looks like Dantarion's asm patching will make rel patching pointless wouldn't it be easier to just provide people with the rels we've made so far instead of making them learn something that'll end up being obsolete? So I was wondering if I should post a download link with all of my ported rels and the codes and instructions on how to use it all.

These are the Ike and Marth rels I have ported for other characters:
Ike over Donkey Kong
Ike over Dedede
Ike over Game and Watch
Ike over Olimar
Marth over ROB
Marth over Yoshi

Of course those arent the only characters Marth and Ike can be ported over but that's what I use and that's all I want. But do you think I should make a download link for these rels Eternal Yoshi? I think it'd cut back a lot of questions since there's a lot of people that still don't understand how to get this far with character porting.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on May 24, 2011, 06:11:42 PM
From a different thread:
Or ssbbtailsfan will bump :) lol jk , but I suppose I cannot hide this for any longer, I was going to save it for the Tails hack I'm doing with Jaklub, but I guess I'll show it now.
Since EY posted the above code, I'm here to show you what that code helped me with on the obsolete method of .rel patching.

Well, I've got Metaknight clones working. It's over 4 characters, including the original Metaknight, that's 5 Metaknight for your Brawlz. (Would you really use that many lol kidding) Anyway, I've gotten it to work over Lucas, Olimar, ROB, and Dedede.
I haven tested anymore than that, and I'm damn not going too. It's more than enough that I need and will use. So, without further a due, here is a video showing causing the clones, as well as some more Marth ones.

[url]http://www.youtube.com/watch?v=N3dAKAMPINY[/url]

Now, let me explain what I used to get the Metaknight clones, as well as the Marth clones who froze over some characters after the end of a match.

I've used two codes, these codes effects all characters, so unless you care about entry/results GFX for you characters, the Meta Clones are not for you.

Here they are:

No Entry Data [original by Standardtoaster, edited by ssbbtailsfan]
* 04AD8030 00000000
* 04AD8034 00000000
* 04AD8038 00000000
* 04AD803C 00000000
* 04AD8040 00000000
* 04AD8044 00000000
* 04AD8048 00000000
* 04AD8050 00000000
* 04AD8054 00000000
* 04AD805C 00000000
* 04AD8060 00000000
* 04AD8064 00000000

No Result Data [ssbbtailsfan]
* 04AD8068 00000000
* 04AD806C 00000000
* 04AD8070 00000000
* 04AD8074 00000000
* 04AD8078 00000000
* 04AD807C 00000000
* 04AD8080 00000000
* 04AD8084 00000000
* 04AD8088 00000000
* 04AD808C 00000000
* 04AD8090 00000000
* 04AD8094 00000000

The no entry data disables the FitCharEntry.pac, thus removing completely any entry articles that may have conflicted with some characters (not sure 100% if thats the case, I know with that code it worked for meta)

The no result data simply disables the FitCharResult.pac thus removing the freezes that was cause by some characters after a match.

Well, here's the main meat of this post, the .rels,
Olimar: [url]http://www.mediafire.com/?4s2o9kfdfbg9a97[/url]
Lucas: [url]http://www.mediafire.com/?77scmhyc05mdxhb[/url]
ROB: [url]http://www.mediafire.com/?q5hri38ez6fca3p[/url]
Dedede: [url]http://www.mediafire.com/?638ktj2iz4klcvk[/url]

Now, to my knowledge, only Metaknight seemed to work with this codes. I've tried to patch a Link, Lucario, and Pikachu .rel but no success with it. The no Result data code helps Marth be portable over more characters, but without it he's fine over a few characters no problem.

That's it! I'm done! I've got all the movesets of characters I care about so no more .rel porting for me completely. Please, don't request me to do anymore .rel ports because I won't and they're easily can be done yourself if you take the time to read and understand Dant's .rel notes on the OpenSA wiki.

Before I depart, I want to congratulate Dantarion for his success on the Clone Engine, making this .rel porting stuff obsolete. Standardtoaster for his awesome code. EternalYoshi for his Grey Fox moveset, as well as Jaklub and myself for the Tails moveset.
2 movesets = motivation for me to getting Metaknight cloned.
Okay, ssbbtailsfan out.



doe sthis mean that i can portolimar, lucas, rob, adn dedede over anyone?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Strange Matter on May 24, 2011, 06:13:34 PM
From a different thread:
doe sthis mean that i can portolimar, lucas, rob, adn dedede over anyone?

No, it means using those codes you can port Meta Knight over any of them (and others as well if you know how to).


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 24, 2011, 07:11:52 PM
First of all, thanks for making this thread EternalYoshi. I've been a lurker here for over half a year and it's been really annoying waiting for information on the clone engine or character porting when I'm stuck reading through tons of questions and demands in the official threads. Here's hoping this thread will cut back a lot of those posts and the other threads will stay on track with only clone engine updates being posted. It's also nice to see you being patient enough to answer everyone's questions here. I'd probably go insane having to answer all the questions that have been asked a dozen times already.

Is there a reason why Ike isn't listed under the "Who can we port now" section?

Also I have quite a few rels that I changed for Ike and Marth to be ported over other characters all of which don't have any freezing problems. Since it looks like Dantarion's asm patching will make rel patching pointless wouldn't it be easier to just provide people with the rels we've made so far instead of making them learn something that'll end up being obsolete? So I was wondering if I should post a download link with all of my ported rels and the codes and instructions on how to use it all.

These are the Ike and Marth rels I have ported for other characters:
Ike over Donkey Kong
Ike over Dedede
Ike over Game and Watch
Ike over Olimar
Marth over ROB
Marth over Yoshi

Of course those arent the only characters Marth and Ike can be ported over but that's what I use and that's all I want. But do you think I should make a download link for these rels Eternal Yoshi? I think it'd cut back a lot of questions since there's a lot of people that still don't understand how to get this far with character porting.

I was afk for a while.

Ooohh. Noted.

If you want  to put a DL link, you should have a readme explaining important factors to them like how the IC-Constants have to be changed using a code or you will have issues.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dope on May 24, 2011, 09:55:51 PM
It's so easy to do yourself that it's not even funny.

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

The character id's that you replace XX and YY with:
Code:
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)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 24, 2011, 10:16:58 PM
Actually, now that I'm thinking, does DDD need an IC-Constants code?? They are both Multi jumpers so does it freeze when jumping? *goes and trys it*


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 24, 2011, 10:41:02 PM
I should warn you that you can only have 1 of this code and have it work.
I wish there was a way to have the code apply for more characters or if it could expand like the stage specific speed modifier.

For MK to D3, you need the code for jabs to NOT t-stance, and I THINK for entry data as well.
Wait... they both have entry data anyway.

MK to D3 should work fine as far as jumps go but not gliding.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 24, 2011, 11:04:26 PM
lulzDededegliding


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dope on May 24, 2011, 11:31:07 PM
I should warn you that you can only have 1 of this code and have it work.
hah, can't believe I'm just now finding out about this. I have 4 Ike clones and put the IC Constant code for all 4 of them without realizing it's not doing anything. Now I feel like a fool haha.


Question. Does anyone know how to make 3rd jab codes for characters like these
G&W 3 jabs
04B0B634 00000003

Dedede 3rd jab [ds22]
* 04B0B944 00000003

Olimar 3 jabs
04B0B7BC 00000003

Anyone know how to find the value to change the last 3 digits to of the first segment of those codes?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on May 25, 2011, 04:49:28 AM
Hey, i have a request FOR ASSISTANCE WITH THIS. I DL'd Ft_robot(marth).rel. Do i need codes in order to use it? I do have ike over mario with just a rel file.....


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 25, 2011, 05:18:51 AM
I don't quite know. Other than jab, Marth and ROB have the same IC values.
However ROB has a different..... method. Test in multiplayer and training mode, then come back.

Edit: If you get a freeze, try this code and try again.

Rob has Ike's ...Something:
4A000000 80B27AC0
14000000 80914B5C
E0000000 80008000


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on May 25, 2011, 06:37:26 AM
I don't quite know. Other than jab, Marth and ROB have the same IC values.
However ROB has a different..... method. Test in multiplayer and training mode, then come back.

Edit: If you get a freeze, try this code and try again.

Rob has Ike's ...Something:
4A000000 80B27AC0
14000000 80914B5C
E0000000 80008000

Nope, works PERFECT!....ROB even spoke with Japanese Marth's voice when i won....and the sounds work....


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 25, 2011, 06:45:37 AM
What??? You're saying that Ike, and also Marth and Meta Knight, can't be cloned over multiple characters at once? So it means you can't have Ike cloned over Dedede, and Ike cloned over Rob at the same time so it makes the game freeze? Or does it prevent Rob and Dedede "transformed" to fight themself only?

Anyway, the answer itself is very important, it's very important to know this answer, not only for me, if you're able to make only one clone of Ike for example, I suppose it would be good to add this information in the opening...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on May 25, 2011, 08:28:12 AM
Slthough, why would ROB speak japanese Marth's voice when i won instead of English? There's no Japanese voices left in the american one.....


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 25, 2011, 08:30:45 AM
Marth's voice, no matter the version of the Ssbb you have, is in japanese, in europe, in japan and in the united states.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: spiritpyros on May 25, 2011, 08:59:44 AM
What??? You're saying that Ike, and also Marth and Meta Knight, can't be cloned over multiple characters at once? So it means you can't have Ike cloned over Dedede, and Ike cloned over Rob at the same time so it makes the game freeze? Or does it prevent Rob and Dedede "transformed" to fight themself only?

well if it happens to you i don't know but i have ike cloned to ddd olimar jigglypuff and gm watch so not true in my case I just used the ic constances codes of each

sorry for any misspelled it I on my ipod


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 25, 2011, 09:08:20 AM
Ah, neox, in that case I will ask you something, these clones that are multiple, you can make for example make your Olimar and Dedede fight themselves? You used only the Ic code constant? Hum, I suppose in that case you probably have no individual voice for your clones...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dope on May 25, 2011, 12:17:08 PM
What??? You're saying that Ike, and also Marth and Meta Knight, can't be cloned over multiple characters at once? So it means you can't have Ike cloned over Dedede, and Ike cloned over Rob at the same time so it makes the game freeze? Or does it prevent Rob and Dedede "transformed" to fight themself only?

Anyway, the answer itself is very important, it's very important to know this answer, not only for me, if you're able to make only one clone of Ike for example, I suppose it would be good to add this information in the opening...
no no no no. You CAN have more than one clone. But you can only have ONE IC Constant code in your gct so only use that code if you're porting a character onto someone that will freeze if you don't have it, for example use it for porting over jigglypuff since jigglypuff is a multi jumper and will freeze when you double jump if you don't have the IC Constant code for it. You don't need an IC Constant code to port someone like Ike over say Olimar, among several others. Only codes I have for my ports is the sound bank and 3rd jab codes.

You can still have multiple clones. I have 4 Ike clones and the only time I've experienced a game freeze is when I did a fight of Cloud vs Dissidia Cloud vs Naruto vs Omega God Combo Ike, it froze half way through the fight and I'm not sure why exactly and I never looked into it further. But I have no problems with 1v1 matches between 2 clones.


Also I have a question that I probably won't get the answer to:
Does anyone know how to make 3rd jab codes for characters like these
G&W 3 jabs
04B0B634 00000003

Dedede 3rd jab [ds22]
04B0B944 00000003

Olimar 3 jabs
04B0B7BC 00000003

Anyone know how to find the value to change the last 3 digits to of the first segment of those codes?


EDIT: Got it figured out.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 25, 2011, 12:22:26 PM
Can you tell me why I have IC-Constants for Ike over Jiggs and Dedede and nethier freeze when double jumping? Oh, and I also have for G&W, Olimar and Wolf.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dope on May 25, 2011, 01:06:41 PM
Well standardtoaster had posted this before regarding the IC Constant code:
You cannot use multiple X has Y IC-Constants codes because they all write to the same place.

My guess would be that your IC Constants code is working for Jiggs and doing nothing for D3. I've never tried porting over D3 without using this code ds22 made so I wouldn't know
Dedede single jump [ds22]
* 04B0B954 00000001


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 25, 2011, 01:13:09 PM
Actually it IS doing something. I tried Ike over Dedede without Constants it froze when double jump. When I tried it on WITH also Jiggs IC-Constants code neither of them froze.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 25, 2011, 03:52:15 PM
Eh, I just thought on something, Ganondorf has only one article, which is his sword that he uses with his taunt, and this sword doesn't do anything more than a show, like Meta Knight cape, does it mean that Ganondorf can be ported with the same method?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 25, 2011, 04:24:57 PM
Eh, I just thought on something, Ganondorf has only one article, which is his sword that he uses with his taunt, and this sword doesn't do anything more than a show, like Meta Knight cape, does it mean that Ganondorf can be ported with the same method?
that would be beast!! *expects an all out war of death with all OP Ganon PSA's*


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 25, 2011, 06:29:08 PM
just wondering is there any Pal marth over Rob rel? becuase i wanted to have ichigo and roy at the same time and since marth doesnt have articles what would the diferences be from a pal marth rel to a us marth rel?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 25, 2011, 08:42:37 PM
I cannot help you with PAL .rels unless someone updated the PAL Brawl files resource on BV.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 25, 2011, 09:03:09 PM
Eh, I just thought on something, Ganondorf has only one article, which is his sword that he uses with his taunt, and this sword doesn't do anything more than a show, like Meta Knight cape, does it mean that Ganondorf can be ported with the same method?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 25, 2011, 09:22:05 PM
Ganon's final smash Beast Ganon article wants to have a word with you.

Seriously, look in Tabuu and you'll see Beast Ganon as the first article and the Sword the second article.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 25, 2011, 09:27:42 PM
And Captain Falcon? Is the punch a Article?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 25, 2011, 09:29:56 PM
Blue Falcon. Used in Final Smash so deleting Entry Data won't do. Also the Racetrack.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 25, 2011, 09:41:39 PM
Hmmm... Bowser? Other than the fire... what else is an article? (oh, wait, he's a transformer)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 25, 2011, 09:46:12 PM
Fire Breath and Giga Bowser integration.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 25, 2011, 10:09:47 PM
Pikachu? (sorry for all the noob questions :P)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 25, 2011, 10:19:55 PM
Thunder Jolt, Thunder, Volt tackle. BUT Dant is working on a Pikachu clone soon.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 25, 2011, 10:40:55 PM
Do YOU know what your doing?

http://opensa.dantarion.com/wiki/Clone_Engine_Example_Codes

(lets see if you understand me)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 25, 2011, 11:25:47 PM
...........Please no one use those codes.

1. Those codes are old.
2. Not all of the example codes are up
3. Dant said in the thread he linked the page to that he may have made a typo or two in those codes.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 25, 2011, 11:37:56 PM
Do you know how to fix them?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 26, 2011, 03:09:31 AM
Ah ok, I see now why Ganondorf hasn't been able to be cloned... I didn't thought of the final smash being an article as there is no trace in the motion or pac files of it... Too bad, but at least I've tried. :laugh: What is even worse is that I could have discover this myself, as in Psa program there is the article generated for the final smash... On the other side, in Psa program, the sword is not generated in any taunt... Anyway you answered my question, thank you, I won't talk about it until he is released. (it may not be until a long time, but again I will be patient.)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on May 26, 2011, 07:28:52 AM
Do YOU know what your doing?

[url]http://opensa.dantarion.com/wiki/Clone_Engine_Example_Codes[/url]

(lets see if you understand me)


Wait, so hypothetically if i had all the codes here, in a gct file, i would have a Marth slot AND a Roy slot, that would be able to load both at once?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 26, 2011, 09:27:25 AM
Wait, so hypothetically if i had all the codes here, in a gct file, i would have a Marth slot AND a Roy slot, that would be able to load both at once?
...........Please no one use those codes.

1. Those codes are old.
2. Not all of the example codes are up
3. Dant said in the thread he linked the page to that he may have made a typo or two in those codes.

I have tried an it doesn't load. ANOTHER marth slot is in but it freezes.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on May 26, 2011, 01:01:39 PM
I have tried an it doesn't load. ANOTHER marth slot is in but it freezes.

Ah, ok. Darn.....lol

Has Dantarion released anything that gets Roy to load yet?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 26, 2011, 01:23:15 PM
Ah, ok. Darn.....lol

Has Dantarion released anything that gets Roy to load yet?
If you mean by extra slot, then no. But there's a vid in the first pag eof this thread that shows Roy over MarioD (empty slot in Brawl)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on May 26, 2011, 04:02:08 PM
If you mean by extra slot, then no. But there's a vid in the first pag eof this thread that shows Roy over MarioD (empty slot in Brawl)

Ok, and yea, saw that. Dant is my hero xD


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 26, 2011, 07:27:07 PM
Err... what are the values for X Charcter has 3 jabs?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 26, 2011, 07:32:05 PM
Trying to figure out how the code works?

Let me check.......

will edit or repost when I return.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 26, 2011, 07:45:48 PM
Being Ninja'd normally stinks, but not in this case.

Be aware that they follow the order on THIS page.
http://opensa.dantarion.com/wiki/IC-Constants

Edit: Oh snap. O_O

Just a moment, I had an idea.

Looking through the page, I see that each character's row is basically 38 bytes when you count 4 for each column.

Huh.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 26, 2011, 07:56:00 PM
Derp.

Thanks for the info.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 26, 2011, 07:56:38 PM
ninja'd - When posting on a forum, you submit a post only to find that someone has posted the same thing only seconds earlier.

How odd. We were thinking the same thing..... again.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 26, 2011, 07:59:59 PM
You two are unconsciously mentally linked.

Thinking about it will make the ability go away.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 26, 2011, 08:03:49 PM
Probably. I'll update the OP when I get ALL of the values.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dope on May 26, 2011, 08:06:28 PM
I actually calculated the whole list (well almost) yesterday of each character's first offset [jab ??]. I stopped after Wolf because I didn't care about any characters that came after Wolf.
Code:
240  Mario
278  DK
2B0  Link
2E8  Samus
320  Yoshi
358  Kirby
390  Fox
3C8  Pikachu
400  Luigi
438  Captain
470  Ness
4A8  Koopa
4E0  Peach
518  Zelda
550  Sheik
588  Popo
5C0  Nana
5F8  Marth
630  GameWatch
668  Falco
6A0  Ganon
6D8  Wario
710  Metaknight
748  Pit
780  ZeroSuitSamus
7B8  Olimar
7F0  Lucas
828  Diddy
860  Poketrainer
898  Pokelizardo
8D0  PokeZenigam
908  Pokefushigis
940  Dedede      
978  Lucario
9B0  Ike
9E8  Robot
A20  Pramai
A58  Jigglypuff
A90  Mewtwo
AC8  Roy
B00  Dr Mario
B38  Toon Link
B70  Toon Zelda
BA8  Toon Sheik
BE0  Wolf
C18  Dixie
C50  Snake
C88  Sonic
CC0  GKoopa
CF8  Warioman
D30  Zakoboy
D68  Zakogirl
DA0  Zakochild
DD8  Zakoball
E10  MarioD

So just add 4 to each value to go to the jab count IC Constant. Then plug in that number for XXX into this code
04B0BXXX 00000003 <-- This 3 is for how many total jabs. in this case 3.

And if you know what you're doing you can also enable or disable constants like crawl for a character or fix multijumps when porting a non multijumper like Ike over a multijumper like Jigglypuff.


EDIT: Added the last 10.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 26, 2011, 08:13:47 PM
Huh, I must have added wrong.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dope on May 26, 2011, 08:29:26 PM
Added the last 10 to my previous post.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 26, 2011, 09:01:15 PM
I'm thinking about how to organize it. I'm thinking by IC-Constant.
I'm sure that the second Jab IC-Constant is for how many jabs in total and the THIRD is for whether they can go into a Jab loop like MK and when.

By character seems to work good too.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 27, 2011, 01:26:50 AM
OKAY! I'm done with the list. :)
See the OP.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Thany on May 27, 2011, 06:35:22 AM
Hrm.
I have a question about the codes.

Is there any difference between using an IC constants code like this;

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

Or using multiple codes like this?;

Lucas has 3 U0(Jab?) [ssbbtailsfan]
04B0B7F0 00000003

Lucas has 0 Jab [ssbbtailsfan]
04B0B7F4 00000000

Lucas has 1 Rapid Jab [ssbbtailsfan]
04B0B7F8 00000001, etc...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on May 27, 2011, 06:40:07 AM
Quote
Important Codes for special situations

Ever had a character T-stance when jabbing or ftilting? Freezes when you Double Jump? Well you're reading the right section. Change the corresponding IC and problem solved.

04B0BXXX 0000000Y
IC-Constant modifier
[standardtoater, ds22, and ssbbtailsfan for helping with the variables]

you have to fill in the code yourself.

Sooo.....With this, i saw that there is mewtwo and dixie. What will happen if i use those? Will i get to play as their models or something?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 27, 2011, 06:59:57 AM
Hrm.
I have a question about the codes.

Is there any difference between using an IC constants code like this;

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

Or using multiple codes like this?;

Lucas has 3 U0(Jab?) [ssbbtailsfan]
04B0B7F0 00000003

Lucas has 0 Jab [ssbbtailsfan]
04B0B7F4 00000000

Lucas has 1 Rapid Jab [ssbbtailsfan]
04B0B7F8 00000001, etc...

Yes. You can have only 1 X has Y's ICs but should be able to use multiple of these smaller codes since they all don't run from C2.

Quote
Sooo.....With this, i saw that there is mewtwo and dixie. What will happen if i use those? Will i get to play as their models or something?

Err.... note the words DUMMIED OUT.

They do not have any other character data other than an empty effect.pac and in the case of Mewtwo, empty voice clips and a victory tune slot on the disc.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 27, 2011, 07:17:16 PM
I have an other question, even if once again it is maybe too early to be answered, at least I would know it for sure.

You said that the clone engine would allow to have more slots, how many exactly? 7 like the 7 forgottens? (I don't remember if this is their name...)

But my greatest question, is, if the clones have their own slots, what happens with the sounds? Does it mean that you will fight for example Marth vs Roy but this fight will use only one set of voice? Or is there a way to have separate sounds for them? (Because as Roy has his own slot, it would be good to have his own voice too...)

Oh, and a suggestion, maybe in the opening you can precise on who cloning doesn't work, so the Alloys, and the transforming characters.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on May 27, 2011, 07:21:56 PM
one is you answer on Sounds :
http://www.smashboards.com/showthread.php?t=300069
i think dant willl make something like that for the more char. slots
i am more worry about kirby hats


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 27, 2011, 07:27:28 PM
Ah, I didn't know this, thank you for showing it to me. Unfortunately, it doesn't seem to work well with Riivolution, so for those who use a usb loader or Gecko it is even worse... I hope it will work perfectly one day, I wonder if the created sfx would work correctly and don't make the game freeze if they are put inside the game itself...

Anyway, I hope it will be finished one day, and truly operational, I will wait all the time needed of course, because it can be very useful! Even to add voices for existing characters for example.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 27, 2011, 07:53:28 PM
I am partly worried too.

He said that he could make them work how he wants them to.

He can make it so that Kirby gets nothing like if he absorbs an Alloy.

He could make it so that the power absorbed is the host character's.

Just wait and see.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 27, 2011, 08:16:56 PM
What I am most worried about is if the Clone Engine will be compatible with ASF1nk's CSS. That's my top concern. If it's not compatible, then I will not be using the Clone Engine.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 27, 2011, 09:02:33 PM
Why wouldn't it work?
Just add more values on the CSS and place the extra icons where you want them.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 27, 2011, 09:10:15 PM
Hmmm... When I tried the normal blue flaming CSS (which is supposed to work well with other codes) It froze when I added the CSS v3 ds22 posted a while ago that creates a second Marth slot. If the normal one froze I don't even want to try out the custom [tried it, won't work]


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 28, 2011, 07:14:59 AM
That was not because of the CSS, it was due to it requiring a very special Marth.rel that was kept private. That or a typo in one of the codes(He DID say that a code on that page had a typo).


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 28, 2011, 08:31:30 AM
Maybe it's because you're forcing an extra slot when the CSS you're using cannot support that many characters.

Use PW's CSS Organizer (has a nice GUI) and just change around how the CSS looks like for the no. of characters you have (most likely, you'll have to reorganize the whole thing to make it look like ASF1nk's again.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: deadname mcredactedface on May 28, 2011, 10:10:27 AM
Totally following this. :O


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Mastaklo on May 29, 2011, 04:09:25 AM
can anyone help me
i try to port marth over rob but i have no idea how
can anyone give me a short tutorial


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 29, 2011, 08:59:17 AM
can anyone help me
i try to port marth over rob but i have no idea how
can anyone give me a short tutorial

1) Download the pack from ssbbtailsfan (which has Sephiroth over ROB)
2) Put the sound Mod code
3) Your done!

If you want another moveset just take the entire Marth moveset and rename it to fit ROB.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Mastaklo on May 29, 2011, 09:21:20 AM
where can i find the pack to download
but when there is a tut can you link me to it so that i can try it on my own


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 29, 2011, 09:26:41 AM
http://www.mediafire.com/?oyf6on808v43631

Here is the Sephiroth over Rob Mastakio, if I recall correctly, this download link should contain a text file for what you have to do.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Mastaklo on May 29, 2011, 10:27:55 AM
thanks man


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 29, 2011, 10:30:51 AM
For now Marth can go over Yoshi, Ike, Ness, and R.O.B.. Until ssbbtailsfan released two new codes (No entry Data, No Result Data) which open more possibilities to port him over more.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on May 29, 2011, 11:12:57 AM
is it possible to port meta knight over ice climbers?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 29, 2011, 12:20:22 PM
No body is compatible over IC. I don't know why butit just doesn't work :/


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 29, 2011, 01:42:23 PM
I think it has to do with Nana. Even if you disable the entry data(Condor) I think the game would still freeze.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SmashHackers on May 29, 2011, 07:18:00 PM
Hey can someone direct me to the 'Disable Marth Entry' code?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on May 29, 2011, 07:32:54 PM
Marth doesn't have an entry... But here is what you want, it is not exclusive for one character, it disables all entries.

http://forums.kc-mm.com/index.php?topic=14915.msg500535#msg500535


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Sliding Ghost on May 29, 2011, 07:34:50 PM
So if I wanted to use Gray Fox in a separate character slot and retain Meta Knight, what would I do?

Can I have simple instructions in this format:

1.
2.
3.
etc.

?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 29, 2011, 07:58:33 PM
1. Download the generic metaknight .rel for the character you want to replace in the SUGOI Clone engine thread
2. Rename all the files for Gray Fox like from FitMetaknight.pac to Fit(insert character to port over here).pac and so on.
3. Use the No entry/No Result codes


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 29, 2011, 08:11:18 PM
If you wanted to use Gray Fox over say, Olimar(Just as an example since you didn't specify who), try this:

1. Add these codes to your codeset.

Olimar now jabs like MK
04B0B7B8 00000003

Olimar has no normal jab
04B0B7BC 00000000

Olimar is a Rapid Jabber
04B0B7C0 00000001

Olimar has 3 ftilts
04B0B7C4 00000003

Olimar is a multijumper
04B0B7CC 00000002

Olimar can glide
04B0B7D0 00000001

No Entry Data [original by Standardtoaster, edited by ssbbtailsfan]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000
04AD8060 00000000
04AD8064 00000000

No Result Data [ssbbtailsfan]
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000

This should prevent freezing.

Also this:

Olimar uses MK's SFX

4A000000 80AD89E0
14000064 00000004
E0000000 80008000

2. http://www.mediafire.com/?4s2o9kfdfbg9a97 Get this .rel and use it in the module folder named as FitPikmin.rel.

3. Take Gray Fox's files and rename them to FitPikmin.pac/FitPikminMotionEtc.pac/FitPikmin00.pac and so on and put them in olimar's folder.

4. Test and profit


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on May 29, 2011, 11:16:51 PM
If you wanted to use Gray Fox over say, Olimar(Just as an example since you didn't specify who), try this:

1. Add these codes to your codeset.

Olimar now jabs like MK
04B0B7B8 00000003

Olimar has no normal jab
04B0B7BC 00000000

Olimar is a Rapid Jabber
04B0B7C0 00000001

Olimar has 3 ftilts
04B0B7C4 00000003

Olimar is a multijumper
04B0B7CC 00000002

Olimar can glide
04B0B7D0 00000001

No Entry Data [original by Standardtoaster, edited by ssbbtailsfan]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000
04AD8060 00000000
04AD8064 00000000

No Result Data [ssbbtailsfan]
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000

This should prevent freezing.

Also this:

Olimar uses MK's SFX

4A000000 80AD89E0
14000064 00000004
E0000000 80008000

2. [url]http://www.mediafire.com/?4s2o9kfdfbg9a97[/url] Get this .rel and use it in the module folder named as FitPikmin.rel.

3. Take Gray Fox's files and rename them to FitPikmin.pac/FitPikminMotionEtc.pac/FitPikmin00.pac and so on and put them in olimar's folder.

4. Test and profit


I know you werent talking to me but i have a question regarding the codes, anyways i ported grey fox to olimar yesterday, he worked perfectly other then when i had any other rel based character with the IC fix code he would retain the T pose glitches. (sephiroth worked because i dont think he needed it)

So the codes below could serve as a replacement to the IC fix code? (if so i can use my ike over jiggs rel port as well)

Quote
Olimar now jabs like MK
04B0B7B8 00000003

Olimar has no normal jab
04B0B7BC 00000000

Olimar is a Rapid Jabber
04B0B7C0 00000001

Olimar has 3 ftilts
04B0B7C4 00000003

Olimar is a multijumper
04B0B7CC 00000002

Olimar can glide
04B0B7D0 00000001



This is a Q&A so i have another question plz... At the moment i have Sephiroth over ROB, Grey Fox over Olimar, (and cloud over jiggs soon because of the provided codes)

Anyways i downloaded Wisp over G&W but it has an ic constant code, the glitch without it is he can only jump once before T-posing, normally he is a multijumper like meta knight and kirby.

seeing this code:

Olimar is a multijumper
04B0B7CC 00000002

how could i edit this to make G&W a multijumper?

EDIT:

never mind i think i got it, i missed the part on codes for special situations.  :-\ This should fix it all.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Sliding Ghost on May 30, 2011, 12:44:46 AM
If you wanted to use Gray Fox over say, Olimar(Just as an example since you didn't specify who), try this:
I wanted to use Gray Fox and still be able to use Meta Knight.

So how about Gray Fox over Pokemon Trainer?

1. Download the generic metaknight .rel for the character you want to replace in the SUGOI Clone engine thread
2. Rename all the files for Gray Fox like from FitMetaknight.pac to Fit(insert character to port over here).pac and so on.
3. Use the No entry/No Result codes
Will this No Entry/No result code work for any character? If so, how do I edit it so that it only affects the entry?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 30, 2011, 12:51:21 AM
That isn't possible. The closest thing you'll get to it is Gray Fox getting his own slot, which isn't happening now.

The no entry/result data affects the entire roster.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Sliding Ghost on May 30, 2011, 12:54:09 AM
That isn't possible. The closest thing you'll get to it is Gray Fox getting his own slot, which isn't happening now.

The no entry/result data affects the entire roster.
Ok, what about Lucas?

I found the no entry/result data code here (http://forums.kc-mm.com/index.php?topic=14915.790) and I'm satisfied since they are separate codes. Also, ssbbtailsfan said he got MK over Lucas.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 30, 2011, 01:05:30 AM
PT is a transforming character so NO.

MK to lucas.rel: http://www.mediafire.com/?77scmhyc05mdxhb

I have to go to sleep so You'll have to use the OP to make the codes to fix the Jabs, jumps, ftilt, SFX, and disable Zair.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on May 30, 2011, 11:14:15 AM
can anyone help me?

i downloaded Wisp/jiggs over mr gaw and made a multiple jump code for it. All slots work but the dark green mr G&W slot it freezes at the stage select screen... I know mr G&W has one more slot than jiggs but is it possible to fix this yet with a code or something?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 30, 2011, 11:41:03 AM
Actually, Mr G&W has only one slot technically. I don't now really why, or how he works but he just does. I used only a FitGamewatch00.pcs and when I chose the blue color it loaded that one instead of freezing like a normal character would do.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 30, 2011, 12:09:52 PM
Huh. I placed Sephy over G&W without any problems. Just have a FitGameWatch00. You don't need any more textures.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on May 30, 2011, 01:40:30 PM
can anyone help me?

i downloaded Wisp/jiggs over mr gaw and made a multiple jump code for it. All slots work but the dark green mr G&W slot it freezes at the stage select screen... I know mr G&W has one more slot than jiggs but is it possible to fix this yet with a code or something?

Yeah, I'm the guy who made that. I personally tried this over all costumes and it works, but I'll try it again. Out of curiosity, did you use the IC-Constant code or did you simply make a multi-jump code for it? Because if you just made a multi-jump code there's a couple more constants that need to be changed comparing G&W to Jiggs (Jab, Multijab). That may cause the freeze.

IIRC, there's no G&W alternate textures since all 6 of them are hardcoded into the game somewhere, and I don't remember where they are. Come to think of it, I might want to make a new pack with a multijump, Jab, and Multijab code instead of an IC-Constant code...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on May 30, 2011, 02:29:04 PM
Yeah, I'm the guy who made that. I personally tried this over all costumes and it works, but I'll try it again. Out of curiosity, did you use the IC-Constant code or did you simply make a multi-jump code for it? Because if you just made a multi-jump code there's a couple more constants that need to be changed comparing G&W to Jiggs (Jab, Multijab). That may cause the freeze.

IIRC, there's no G&W alternate textures since all 6 of them are hardcoded into the game somewhere, and I don't remember where they are. Come to think of it, I might want to make a new pack with a multijump, Jab, and Multijab code instead of an IC-Constant code...

jab and multijab might be needed too fix it eh? i guess i will try that and see what happens.

I didnt use the IC constant code because you can only use one of those and im using it with my Cloud over Jigss.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on May 30, 2011, 02:56:29 PM
(sorry for double post)

i added jab, rapid jab and multijump and it still froze the stage selection screen... The beep of doom is gone now it just freezes silently. which might mean were getting closer?

im sure adding another one of those special fix codes could fix it. but i dont know which one. :(


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on May 30, 2011, 03:27:12 PM
I'm wrong on that. Very, very wrong. Apparently costume slots are determined by the .rel as well, which explains the freeze. It did freeze for me as well when I went and looked at it again. Maybe I tested every slot but the dark-green slot...

Until I release a revision, patch a Marth .rel over G&W since Marth does have six costume slots. This is why Sephiroth never freezes. Both .rels work the exact same but Marth's has the sixth slot. I'll release a second revision today (newer non-conflicting IC-Constant codes, deleted Jigglypuff death sounds, and the costume fix) with everything properly set up. If you don't know how to patch a .rel, PM me for it or wait for me to release the Wisp pack revision.

Sorry about that...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on May 30, 2011, 04:50:40 PM
I'm wrong on that. Very, very wrong. Apparently costume slots are determined by the .rel as well, which explains the freeze. It did freeze for me as well when I went and looked at it again. Maybe I tested every slot but the dark-green slot...

Until I release a revision, patch a Marth .rel over G&W since Marth does have six costume slots. This is why Sephiroth never freezes. Both .rels work the exact same but Marth's has the sixth slot. I'll release a second revision today (newer non-conflicting IC-Constant codes, deleted Jigglypuff death sounds, and the costume fix) with everything properly set up. If you don't know how to patch a .rel, PM me for it or wait for me to release the Wisp pack revision.

Sorry about that...

i backed up my gct so no harm done, i will wait for the fixed revised version then. This will still be on Mr G&W right?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on May 30, 2011, 05:45:49 PM
My theory's not working: the Marth .rel crashes the game for any costume for Wisp. I don't know enough about the rels to make a new costume slot (I'm pretty sure that's what Dantarion's Masquerade is supposed to do) but I did figure out another alternative: reroute G&W's 6th costume slot to load his first slot. That much I can do since a code exists for it, and cosmetically it will have no impact on the game. So, it'll be one more code to add but it will work properly this time. And now I can actually make a second revision...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on May 30, 2011, 06:11:02 PM
My theory's not working: the Marth .rel crashes the game for any costume for Wisp. I don't know enough about the rels to make a new costume slot (I'm pretty sure that's what Dantarion's Masquerade is supposed to do) but I did figure out another alternative: reroute G&W's 6th costume slot to load his first slot. That much I can do since a code exists for it, and cosmetically it will have no impact on the game. So, it'll be one more code to add but it will work properly this time. And now I can actually make a second revision...


That was a theory i had as well, i just didnt know how to write a code like that. So you found the code already?

I hope all goes well on your second revision, i cant wait to use a true glitch free Wisp rel port in-game.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Thany on May 31, 2011, 03:29:41 PM
I have something else I'd like to bring up in regards to porting characters via .rels.

1. AI - Anyone that's seen an Ike over Olimar knows that he'll...Run away and spam his B move in an fruitless attempt to harvest Pikmin from the earth. Is it possible to change a character's AI to better fit the .rel port?

2. SFX - For example, I like Roy(no surprise there) and Marth. I want them to both have their own voices. At this time, I can either have both of them sound like Marth, or both like Roy. What I would like to know is could I leave Marth's SFX alone, and if I were to port Roy over R.O.B., could I just have the Roy SFX replace R.O.B.'s and then re-map Roy's PSA to call on R.O.B.'s SFX?

3. Costume colours - Well...Alot of the characters I want to replace with other have semi-conflicting costume choices.(Mostly having default costumes be the Red team colour with one blue, when I'd prefer the defaults to be 1 green, and 4 non-team colours...)

R.O.B.'s default costume is red, but Roy/Marth's default is not a team colour.  Can we edit what the default costume is or the characters we want to boot?...So...Roy can be over R.O.B. but not making his red team colour be his "default" costume, but instead making the R.O.B.'s slot for costume 06 be the red team colour or something? ...Hope that made sense...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 31, 2011, 04:01:31 PM
I have something else I'd like to bring up in regards to porting characters via .rels.

1. AI - Anyone that's seen an Ike over Olimar knows that he'll...Run away and spam his B move in an fruitless attempt to harvest Pikmin from the earth. Is it possible to change a character's AI to better fit the .rel port?

2. SFX - For example, I like Roy(no surprise there) and Marth. I want them to both have their own voices. At this time, I can either have both of them sound like Marth, or both like Roy. What I would like to know is could I leave Marth's SFX alone, and if I were to port Roy over R.O.B., could I just have the Roy SFX replace R.O.B.'s and then re-map Roy's PSA to call on R.O.B.'s SFX?

3. Costume colours - Well...Alot of the characters I want to replace with other have semi-conflicting costume choices.(Mostly having default costumes be the Red team colour with one blue, when I'd prefer the defaults to be 1 green, and 4 non-team colours...)

R.O.B.'s default costume is red, but Roy/Marth's default is not a team colour.  Can we edit what the default costume is or the characters we want to boot?...So...Roy can be over R.O.B. but not making his red team colour be his "default" costume, but instead making the R.O.B.'s slot for costume 06 be the red team colour or something? ...Hope that made sense...

1. I noticed that. Not fixable (I think)

2. It is possible, but you have to do something with his PSA. Change it to reproduce ROB's effects and then replace them with Roy's.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 31, 2011, 04:09:54 PM
I have something else I'd like to bring up in regards to porting characters via .rels.

1. AI - Anyone that's seen an Ike over Olimar knows that he'll...Run away and spam his B move in an fruitless attempt to harvest Pikmin from the earth. Is it possible to change a character's AI to better fit the .rel port?

2. SFX - For example, I like Roy(no surprise there) and Marth. I want them to both have their own voices. At this time, I can either have both of them sound like Marth, or both like Roy. What I would like to know is could I leave Marth's SFX alone, and if I were to port Roy over R.O.B., could I just have the Roy SFX replace R.O.B.'s and then re-map Roy's PSA to call on R.O.B.'s SFX?

3. Costume colours - Well...Alot of the characters I want to replace with other have semi-conflicting costume choices.(Mostly having default costumes be the Red team colour with one blue, when I'd prefer the defaults to be 1 green, and 4 non-team colours...)

R.O.B.'s default costume is red, but Roy/Marth's default is not a team colour.  Can we edit what the default costume is or the characters we want to boot?...So...Roy can be over R.O.B. but not making his red team colour be his "default" costume, but instead making the R.O.B.'s slot for costume 06 be the red team colour or something? ...Hope that made sense...

1. Yes, but it isn't easy. The AI that makes Olimar pull out Pikmin is hard coded somewhere I don't know where. Maybe it's in AI_common under fighter.pac?

Still AI modding is still in it's infancy.

3. Wait for Brawl Masquerade. That will help a lot.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on May 31, 2011, 04:34:06 PM
i really dont understand coding lol... so can someone make a sound bank that gives Toon Link Link's SFX, and a sound bank that gives Olimar Mario's Sound Bank?

thanks!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 31, 2011, 04:34:53 PM
i really dont understand coding lol... so can someone make a sound bank that gives Toon Link Link's SFX, and a sound bank that gives Olimar Mario's Sound Bank?

thanks!

I'll do them for you since I know why you want them ^^

Toon Link Sound mod
4A000000 80AD89E0
140000A4 00000002
E0000000 80008000

Olimar Sound mod
4A000000 80AD89E0
14000064 00000001
E0000000 80008000

They should work properly now that I gave them their proper values



Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on May 31, 2011, 04:44:17 PM
thanks!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: vondy56 on May 31, 2011, 05:17:31 PM
sorry nothing informative just want to keep up with this thread


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Pervyman Trigger on May 31, 2011, 05:24:30 PM
Question. I'm using cloud over olimar, and it works and eveything, but when it goes to load the results screen it frezzes, and yes I'm using those no entery and no result codes
(With No Results it makes that beep, without it just plan frezzes, incase thats relavent)

If it helps these are the codes I'm using
Code:
RSBE01
Smash Bros Brawl (US)

GCT Edit TXT Output

Unrestricted Pause Camera
040A7D60 4E800020
04109D88 38800001

Can start game with 1 player
0468D420 2C060001

Lone Zelda icon
046900E8 60000000

CSS fixes for Giga Bowser
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Independent Pokemon engine
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

Custom CSS
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002F
00010203 06070811
12091A0E 17161320
21260D05 14101F25
1B0B270C 15242218
0A231929 0F045D5E
5C4A4E40 464C5500

Unknown Codes
040C464C 48000184
040E5DE8 60000000
04953184 60000000
04953224 60000000
4A000000 80000000
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890
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 00000020
77239000 2C030000
4182000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A42C 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
046A0C68 C2000000
0469DC18 40820030
0469DC40 2C030000
04689E88 60000000
04693D50 38800004
06693D6C 00000008
38000000 3880000F
04697F58 60000000
04697EEC 60000000
046900E8 60000000
C298D528 00000003
2C060031 40820008
38C00005 60000000
90DD08C0 00000000
C26DCEE0 00000003
A37A0022 2C1B0025
40820008 3B600037
60000000 00000000
E0000000 80008000
04043B20 380000FF
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
0042B348 024B0000
0442B348 00000040
0642B34C 00000010
73745F63 7573746F
6D00002E 72656C00
80000000 8042BC18
80000001 8042B460
8A010001 00000000
0442B560 8042BC14
0042BC18 010F0000
0642BC14 00000008
43757374 6F6D0000
E0000000 80008000
04043B34 483E783C
0642B370 00000050
2C060031 4080000C
80040000 48000040
3806000F 7C030000
40820030 3866FFD0
38C4000F 38860001
3CA08042 60A5B450
38E00000 7E6802A6
4BFCB811 7E6803A6
38C00031 4BC1878C
3884FFE8 4BC1877C
04949C88 4BAE1749
04949D0C 4BAE16C5
04949E1C 4BAE15B5
04949F08 4BAE14C9
0642B3D0 00000060
9421FF80 BC610010
7C6802A6 9061000C
2C000040 41800030
7C030378 3863FFC1
3CC08042 60C6BC1C
38860001 3CA08042
60A5B450 38E00000
39200000 4BFCB7AD
38000040 540013BA
8061000C 7C6803A6
B8610010 80210000
4E800020 00000000
0042B455 00000078
0442B45C 00000002
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 00000027
066B99D8 00000027
00010203 04050908
0A0B0C0D 0E0F1114
151A1917 06131D1B
1C1F2021 22252423
27280710 12161800
006B92A4 00000027
066B9A58 00000027
1E262A2B 2C2D2E2F
30313233 34353637
38393A3B 3C3D3E3F
40414243 44454647
48494A4B 4C4D4E00
06407AAC 000000A0
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 40204121
42224323 44244525
46264727 48284929
4A2A4B2B 4C2C4D2D
4E2E4F2F 50305131
523D533E 543F5540
56415742 58435944
5A455B46 5C475D48
5E495F4A 604B614C
624D634E 644F0000
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00010212 06070811
0D091A24 27171613
20210304 0E0F100A
250B191B 5E5C5D23
0C15141F 26052218
C26B7A6C 00000005
3860001F 2C120000
41820008 3860000A
7C101800 41800008
38000001 7C800379
60000000 00000000
06FB2AAC 00000010
00000000 0000002B
00000006 00000001
06FB2C84 00000010
00000000 0000002E
00000006 00000001
06FB2D6C 00000010
00000000 00000031
00000006 00000001
04FB5EB4 00020000
04B88440 7F7FFFFF
2D28AE67 00000005
0128AE67 00000005
E0000000 80008000
02612E46 00000063
C2858928 00000003
2C040012 40820008
38800025 1C040038
60000000 00000000
04B0B33C 00000000
04B0B354 00000000
4A000000 80AD89E0
14000010 00000013
E0000000 80008000
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000
04AD8060 00000000
04AD8064 00000000
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2815524 0000000D
7C641B78 2C030011
4182000C 2C030012
40A20008 38600010
2C03002C 40A20008
3860000C 2C03002D
40A20008 38600017
2C03002E 40A20008
3860000A 2C03002F
40A20008 3860000E
2C030030 40A20008
38600000 2C030031
40A20008 38600006
4E800020 00000000
C29472D8 00000003
2C04002E 4180000C
90810058 38000000
9801005D 00000000
0477F8EC 60000000
4A000000 80AD89E0
14000064 00000020
E0000000 80008000
C2858928 00000003
2C040019 40820008
38800022 1C040038
60000000 00000000
C28152E4 00000006
819E003C 907EFFFC
80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 31, 2011, 07:11:44 PM
We... can't port over Ice Climbers, can we?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on May 31, 2011, 07:53:40 PM
sorry nothing informative just want to keep up with this thread
K
Question. I'm using cloud over olimar, and it works and eveything, but when it goes to load the results screen it frezzes, and yes I'm using those no entery and no result codes
(With No Results it makes that beep, without it just plan frezzes, incase thats relavent)

If it helps these are the codes I'm using
Code:
RSBE01
Smash Bros Brawl (US)

GCT Edit TXT Output

Unrestricted Pause Camera
040A7D60 4E800020
04109D88 38800001

Can start game with 1 player
0468D420 2C060001

Lone Zelda icon
046900E8 60000000

CSS fixes for Giga Bowser
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Independent Pokemon engine
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

Custom CSS
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002F
00010203 06070811
12091A0E 17161320
21260D05 14101F25
1B0B270C 15242218
0A231929 0F045D5E
5C4A4E40 464C5500

Unknown Codes
040C464C 48000184
040E5DE8 60000000
04953184 60000000
04953224 60000000
4A000000 80000000
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890
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 00000020
77239000 2C030000
4182000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A42C 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
046A0C68 C2000000
0469DC18 40820030
0469DC40 2C030000
04689E88 60000000
04693D50 38800004
06693D6C 00000008
38000000 3880000F
04697F58 60000000
04697EEC 60000000
046900E8 60000000
C298D528 00000003
2C060031 40820008
38C00005 60000000
90DD08C0 00000000
C26DCEE0 00000003
A37A0022 2C1B0025
40820008 3B600037
60000000 00000000
E0000000 80008000
04043B20 380000FF
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
0042B348 024B0000
0442B348 00000040
0642B34C 00000010
73745F63 7573746F
6D00002E 72656C00
80000000 8042BC18
80000001 8042B460
8A010001 00000000
0442B560 8042BC14
0042BC18 010F0000
0642BC14 00000008
43757374 6F6D0000
E0000000 80008000
04043B34 483E783C
0642B370 00000050
2C060031 4080000C
80040000 48000040
3806000F 7C030000
40820030 3866FFD0
38C4000F 38860001
3CA08042 60A5B450
38E00000 7E6802A6
4BFCB811 7E6803A6
38C00031 4BC1878C
3884FFE8 4BC1877C
04949C88 4BAE1749
04949D0C 4BAE16C5
04949E1C 4BAE15B5
04949F08 4BAE14C9
0642B3D0 00000060
9421FF80 BC610010
7C6802A6 9061000C
2C000040 41800030
7C030378 3863FFC1
3CC08042 60C6BC1C
38860001 3CA08042
60A5B450 38E00000
39200000 4BFCB7AD
38000040 540013BA
8061000C 7C6803A6
B8610010 80210000
4E800020 00000000
0042B455 00000078
0442B45C 00000002
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 00000027
066B99D8 00000027
00010203 04050908
0A0B0C0D 0E0F1114
151A1917 06131D1B
1C1F2021 22252423
27280710 12161800
006B92A4 00000027
066B9A58 00000027
1E262A2B 2C2D2E2F
30313233 34353637
38393A3B 3C3D3E3F
40414243 44454647
48494A4B 4C4D4E00
06407AAC 000000A0
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 40204121
42224323 44244525
46264727 48284929
4A2A4B2B 4C2C4D2D
4E2E4F2F 50305131
523D533E 543F5540
56415742 58435944
5A455B46 5C475D48
5E495F4A 604B614C
624D634E 644F0000
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00010212 06070811
0D091A24 27171613
20210304 0E0F100A
250B191B 5E5C5D23
0C15141F 26052218
C26B7A6C 00000005
3860001F 2C120000
41820008 3860000A
7C101800 41800008
38000001 7C800379
60000000 00000000
06FB2AAC 00000010
00000000 0000002B
00000006 00000001
06FB2C84 00000010
00000000 0000002E
00000006 00000001
06FB2D6C 00000010
00000000 00000031
00000006 00000001
04FB5EB4 00020000
04B88440 7F7FFFFF
2D28AE67 00000005
0128AE67 00000005
E0000000 80008000
02612E46 00000063
C2858928 00000003
2C040012 40820008
38800025 1C040038
60000000 00000000
04B0B33C 00000000
04B0B354 00000000
4A000000 80AD89E0
14000010 00000013
E0000000 80008000
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000
04AD8060 00000000
04AD8064 00000000
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2815524 0000000D
7C641B78 2C030011
4182000C 2C030012
40A20008 38600010
2C03002C 40A20008
3860000C 2C03002D
40A20008 38600017
2C03002E 40A20008
3860000A 2C03002F
40A20008 3860000E
2C030030 40A20008
38600000 2C030031
40A20008 38600006
4E800020 00000000
C29472D8 00000003
2C04002E 4180000C
90810058 38000000
9801005D 00000000
0477F8EC 60000000
4A000000 80AD89E0
14000064 00000020
E0000000 80008000
C2858928 00000003
2C040019 40820008
38800022 1C040038
60000000 00000000
C28152E4 00000006
819E003C 907EFFFC
80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000

Unknown codes...? Do you have the rest of the codes?

We... can't port over Ice Climbers, can we?
Nope, not even with PW Generic .rel


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on May 31, 2011, 08:06:14 PM
FGSFDS.

Now I have to think of another character I don't want.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Pervyman Trigger on May 31, 2011, 08:07:59 PM
I have determind this is not a porting problem so I'm going to drop out of this and find a thread for my problem. Sorry for the bother


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Thany on June 01, 2011, 02:23:25 PM
In regards to the AI issue, I recall that waaaaaaaay long ago that one of the earlier builds of the Zero PSA over Link had its AI changed, and used Diddy's instead to better fit how the CPU utilizes the moveset...Oh well.

But one last thought for now, and I shall use Olim-Ike as my example again.

Kirby swallows the Ike-ported-over-Olimar-via-.rel...And gains Olimar's power. Would the remedy to this situation be as simple as taking the Ike Kirby hat and renaming it to FitKirbyPikmin00 or whatever the name is of the Olimar Hat?(hasn't dabbled in Kirby Hats before)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Pervyman Trigger on June 01, 2011, 03:01:09 PM
not that this may help but I renamed the roy hat for marth fitkirbyyoshi00 and when sucking up yoshi gained the ike hat, but when I tried to use his power he started to do yoshi for a splitsecound then froze in a T-stance till he was hit. :nazo:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 01, 2011, 03:05:16 PM
not that this may help but I renamed the roy hat for marth fitkirbyyoshi00 and when sucking up yoshi gained the ike hat, but when I tried to use his power he started to do yoshi for a splitsecound then froze in a T-stance till he was hit. :nazo:

I'm pretty sure you have to change the animations that the kirby hat contains as well as the PSA for a T-stance to NOT happen.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Pervyman Trigger on June 01, 2011, 04:35:22 PM
well I've been meaning to learn how to hack but for the moment I don't have the time two
, plus unless someone teaches me I'll never figure it out, and the last opsitcal is a crappy pc that can't run the stuff needed without going 1 mile per hour, and my other option is a mac
But thanks for tell me that


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Vamayro on June 02, 2011, 04:45:24 PM
Quote
Q: Will they get their own slots?

A: Yes in the future. Dant discovered a new method that doesn't require.rels to port characters to their own slots.

Ok let me just say thats the most awesome thing ive ever heard.

now I most definatley have to ask what the progress is on that because that just blew my mind
and how is this method used because I am tempted to expierement


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 02, 2011, 05:43:51 PM
Dantarion hasn't released it for reasons that will become clear after seeing the stream archives in the second post.

Like I said, when Dant posts progress, I'll update the thread. Until then, enjoy the 1 line IC-Constant codes.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 03, 2011, 01:28:04 AM
Dantarion hasn't released it for reasons that will become clear after seeing the stream archives in the second post.

Like I said, when Dant posts progress, I'll update the thread. Until then, enjoy the 1 line IC-Constant codes.
i know i may be asking mutch but since you got the pal marth rel could you try to put it over yoshi since we dont have the no entry pack code for PAL :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TruePhilosopher on June 03, 2011, 03:00:03 AM
They were originally going to put Toon Zelda/Sheik in the game, but decided not to?  :srs:

How DARE they!  :rage:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 03, 2011, 09:54:26 AM
i know i may be asking mutch but since you got the pal marth rel could you try to put it over yoshi since we dont have the no entry pack code for PAL :S

IC-Constant differences of the crawl value make that a no-no since the IC-Constant codes may not work on PAL. Try someone else. :(


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 06, 2011, 02:21:24 AM
They were originally going to put Toon Zelda/Sheik in the game, but decided not to?  :srs:

How DARE they!  :rage:

Yeah the list also includes dummied out character slots.
This thread must survive.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on June 06, 2011, 06:27:16 AM
how are you gonning to wing that? Keeping a thread alive is hard :srs:

Just like this. ;) lol

any more ways to port characters? By that i mean will we soon be able to port characters that are currently being worked on? Lucario specifically.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on June 06, 2011, 07:06:08 AM
So, can any PSA that doesn't use articles be ported?

Seeing as how Viewtiful Joe could be ported...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 06, 2011, 07:45:00 AM
Just like this. ;) lol

any more ways to port characters? By that i mean will we soon be able to port characters that are currently being worked on? Lucario specifically.

Due to life and E3 being upon us, no new info has surfaced. Lucario/Mewtwo is still in the works.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Thany on June 06, 2011, 06:53:16 PM
I just thought of something.

It's about what Dantarion is working on. If he can use ASM codes to port characters into the empty slots, could he also port any character over anyone else? I ask simply because even with extra slots I still would want to remove a certain few people...Plus I likes my Roy in SSE.
(As I assume the extra slots would not be accessible in Subspace...or it would take some work...What? Don't look at me like that, I can enjoy SSE if I'm playing characters I like ^_^''')


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on June 06, 2011, 07:14:55 PM
Everyone is Onslaught Falcon!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 07, 2011, 05:10:57 AM
I just thought of something.

It's about what Dantarion is working on. If he can use ASM codes to port characters into the empty slots, could he also port any character over anyone else? I ask simply because even with extra slots I still would want to remove a certain few people...Plus I likes my Roy in SSE.
(As I assume the extra slots would not be accessible in Subspace...or it would take some work...What? Don't look at me like that, I can enjoy SSE if I'm playing characters I like ^_^''')

I'm sure he can, but I doubt he will focus on porting one character over another at this point.

With our current knowledge and resources, we can pretty much port Marth/Roy/Jiggs/Ike/MK over anyone that's not a transforming character, provided you use the right codes.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 07, 2011, 06:12:01 AM
so, fo rexample, i can take jiggs and port her over olimar, then downlaod the tails hack. will this work? if so, can someone give me the materials needed to port jiggs over olimar?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 07, 2011, 07:29:32 AM
It would work, but the AI would be silly. Anyway, you have to change the IC-constants of Olimar to match Jiggs.

I don't have time to make .rels and such but the info needed to get the materials needed is in the OP.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on June 07, 2011, 07:42:18 AM
then the extra slots come out will the slots works for any PSA?

like if you wanted Shadow over Roy slot
or Goku over roy


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 07, 2011, 07:50:21 AM
Currently, no. But soon that will be fixed.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on June 07, 2011, 07:53:45 AM
ok (i hoping)
the only slot i think i will use is Dr. mario and make a Dr. mario Moveset(my style not melee or clone of mario but with piles)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 07, 2011, 07:58:06 AM
well the OP confuses me, so I will wait till someone can make it for me ^^'


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on June 08, 2011, 08:13:52 PM
is it possible to clone bowser over Diddy? ir will diddy's gun, and jetpack mess it up?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 08, 2011, 08:57:14 PM
Not now. the flame is an article.
Sorry.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 09, 2011, 04:50:41 AM
will the assembly codes be diferent for ntsc and pal too?

i bet they will :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Stitch on June 09, 2011, 09:24:52 AM
How about Zelda/Sheik? is thewre some way for marth to transform still?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: OmegaMalkior on June 09, 2011, 12:28:15 PM
will the assembly codes be diferent for ntsc and pal too?

i bet they will :S
Yes, most probobly they wil

How about Zelda/Sheik? is thewre some way for marth to transform still?
Since they are transforming characters, they cannot yet be ported on.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 09, 2011, 01:28:14 PM
but well characters rels are diferent becuase they changed the characters stuff but since pal version didnt touch the other spots for roy mewtwo and etc they may use same code no?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on June 10, 2011, 11:14:00 AM
hmm... what about pokemon trainer?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Kaye Cruiser on June 10, 2011, 11:24:50 AM
By simply replacing all of TLink's files with Link's, any Link moveset can work over TLink and can even go against Link or a moveset over his slot as well. The only problem is that there will be a glitch with the grab where the clawshot doesn't work correctly, and if you can grab them, you can't attack them or throw them and they'll eventually just be released.

Does anything think that maybe if Link's module file, his .rel, is put over TLink's, that it'll possibly fix this and making Link movesets work perfectly? Just an idea that came to mind.

Asking here since it has more to do with this topic.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Stitch on June 11, 2011, 07:25:22 AM
Since they are transforming characters, they cannot yet be ported on.
I want them to transform on purpose


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on June 12, 2011, 09:00:39 AM
So, can any PSA that doesn't use articles be ported?

Seeing as how Viewtiful Joe could be ported...

Re-asking.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DTST on June 12, 2011, 04:06:09 PM
Iv noticed more ports have come silver over Ike shadow over jigglypuff ect has the clone engine become alot more advanced or are they normal ports?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on June 12, 2011, 04:11:58 PM
normal ports like Shadowkong is it


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Albafika on June 12, 2011, 04:18:08 PM
So, I'm wanting to use the Soren PSA (Marth) over Jigglypuff, and I'm using these codes:

Jigglypuff have Marth's Soundbank
4A000000 80AD89E0
14000064 00000013
E0000000 80008000

No Entry Data [Standardtoaster]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000

No Result Data [ssbbtailsfan]
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000

I have all the Marth files in Jigglypuff's folder, no Jiggly REL though.

What am I missing? And if it's the .REL, how can I make it?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 12, 2011, 04:23:40 PM
You forgot about the codes that make Soren(marth) not freeze when double jumping.

Jiggs is a normal jumper
04B0BA6C 00000001

Also, get a fresh.rel, and use the page linked in the second part of the OP to know which offsets have to be changed to get the port to work correctly.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on June 12, 2011, 04:28:23 PM
IC-Constants code.

Remember that you can only use one of this particular code at a time.

So use this if you don't have one like it:
Jiggs has Marth's IC-Constants [Dantarion]
C2858928 00000003
2C040025 40820008
38800011 1C040038
60000000 00000000

or if you're already using one of those, use this:
Jiggs has all of Marth's IC-Constants (don't know who made the base code)
04B0BA58 00000002
04B0BA5C 00000002
04B0BA60 00000000
04B0BA64 00000001
04B0BA68 00000001
04B0BA6C 00000001
04B0BA70 00000000
04B0BA74 00000000
04B0BA78 00000000
04B0BA7C 00000000
04B0BA80 00000000
04B0BA84 00000000
04B0BA88 00000000
04B0BA8C 00000000


EDIT: ninja'd


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Guergy on June 13, 2011, 10:11:15 AM
Could you import the models from the Melee game into Brawl game and edit them for the game? I am not simply taking about hacks but models from the Melee game imported from the actual game into Brawl? I want to able to use characters like Roy and Pichu. I wonder if that has been done before.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Gamma Ridley on June 13, 2011, 03:16:22 PM
Could you import the models from the Melee game into Brawl game and edit them for the game? I am not simply taking about hacks but models from the Melee game imported from the actual game into Brawl? I want to able to use characters like Roy and Pichu. I wonder if that has been done before.

No.

Not yet, anyway.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Luigifan141 on June 13, 2011, 09:18:53 PM
I keep hearing about a guide Dantarion made for rel editing, yet I can't find it when I try to google it. Does anyone know where I can find this guide? It would probably make everything less confusing for me. :-\


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Stitch on June 14, 2011, 07:15:26 AM
don't google it, search for it here


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 14, 2011, 09:10:11 AM
Truth be told, Dant did not really make a guide for .rel editing.
What he did was output data he gathered on to the OpenSA wiki, so look there too.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DTST on June 14, 2011, 09:17:28 AM
Just want to ask will making a code and sound bank code out of the dummied out character slot characters data(in OP) actually work? Like can we replace diddy's soundbank with dixie's?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on June 14, 2011, 09:31:27 AM
...Except Dixie doesn't have any sounds in the first place.

The values just seem to be placeholders or something.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Luigifan141 on June 14, 2011, 01:12:39 PM
Ah, thanks for telling me that EternalYoshi. I just have a few questions about this that I really want to know but don't know the answers to.  :srs:

1. What program do I need to edit the rels? I'm guessing it's a hex editor like HxD, but I'm not too sure.

2. What do I replace the offsets with? I know what offsets I have to replace, but what do I replace them with? For example, I'm trying to have Roy over Lucas, but Marth's rel dump doesn't have as many values as Lucas' rel dump. Do I have to keep repeating Marth's rel values over Lucas' rel values or replace Lucas' rel with something else entirely?

3. I have the IC Constrants code, Sound Bank code, Entry and Result removal codes, and all of the .pac files for Roy over Lucas placed in Lucas' folder. Besides all this plus the required rel, do I need anything else for this to work?

Thanks in advance.  :af:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Albafika on June 15, 2011, 08:23:31 AM
Thanks guys, I got it working now. =)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 15, 2011, 12:05:20 PM
Ah, thanks for telling me that EternalYoshi. I just have a few questions about this that I really want to know but don't know the answers to.  :srs:

1. What program do I need to edit the rels? I'm guessing it's a hex editor like HxD, but I'm not too sure.

2. What do I replace the offsets with? I know what offsets I have to replace, but what do I replace them with? For example, I'm trying to have Roy over Lucas, but Marth's rel dump doesn't have as many values as Lucas' rel dump. Do I have to keep repeating Marth's rel values over Lucas' rel values or replace Lucas' rel with something else entirely?

3. I have the IC Constrants code, Sound Bank code, Entry and Result removal codes, and all of the .pac files for Roy over Lucas placed in Lucas' folder. Besides all this plus the required rel, do I need anything else for this to work?

Thanks in advance.  :af:

1. Yes it's a hex editor.

2. The offsets should be replaced with the character ID or the module ID depending on what the default value is. You can find reference lists in the OpenSA Wiki.

3. Make sure you have ALL the Roy Files like Fit____Final.pac.

Come back if it freezes or has issues.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Luigifan141 on June 16, 2011, 03:22:15 PM
Okay, I took a fresh Lucas rel and replaced the offsets 0000016C, 00000234, etc. with Marth's rel values instead. Now that I've done that, I pick Roy, then I pick a stage. It says "Ready to Fight!" as usual, but then the loud beep kicks in and freezes the game. Then I have to unplug my Wii.

What did I do wrong?  :srs:

Oh, and I have the files properly named in Lucas' fighter folder, so I think the rel file is what's causing the problem. I think it might also help if I mentioned that I used Lucas' rel as the base, not Marth's.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 16, 2011, 03:48:12 PM
I think it might also help if I mentioned that I used Lucas' rel as the base, not Marth's.

There's your problem.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Luigifan141 on June 16, 2011, 04:00:19 PM
There's your problem.

Hmm... so what you're trying to say is that I need a fresh Marth rel and replace the required offsets with Lucas' offsets? And then I just rename the Marth rel from "ft_marth.rel" to "ft_lucas.rel" when I done that?

EDIT: I tired editing the Marth rel and renamed it to ft_lucas.rel, and it still froze.  :oshi:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 16, 2011, 04:38:38 PM
i think i read osmewhere that puff can be ported usign only codes? is thi strue? if so can someone make a tutorial or sho me one? i want puff over pit or gannon so i can have tails but keep KJP's puff hack.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: MaxThunder on June 17, 2011, 10:20:58 AM
Just pointing out that it says "stantardtoater" in the OP...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 18, 2011, 06:00:08 AM
it is supposed to, becasue he/she helped make the code...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 18, 2011, 07:51:36 PM
Probably due to hard coded character specific ai routines in fighter.pac.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DTST on June 19, 2011, 03:13:36 AM
I dont quite understand how to make a soundbank code could you explain it in better detail?(noob alert)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 19, 2011, 06:23:29 AM
Do you see the XX character values? You are supposed to multiply those by 4 while the calculator is in hex mode to get the ZZZZ value.

Other than that, I don't see what's difficult to understand about the Sound Bank Modifier code.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DTST on June 19, 2011, 06:29:57 AM
Well it didnt say you need a calculator in hex mode but thanks


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 19, 2011, 06:58:07 AM
It's implied by the fact that some XX values have things like 0A 0B, and 1D, which are only in hex.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DTST on June 19, 2011, 07:04:18 AM
Well as I said I'm a noob I understand the IC stuff though but thanks again I'll use these codes in my next port


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 19, 2011, 07:18:50 AM
No Problem since that's what this thread is for: helping people with this stuff.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DrKoala on June 23, 2011, 02:40:15 PM
Soo... since PAL .rels are now availabe... what exactly needs to be done for this to work for PAL?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on June 23, 2011, 03:21:14 PM
Guys, I figured out how to .rel port over the Ice Climbers! It's not that hard, but you have to have a code that changes each Ice Climber slot to a Popo-only slot. Nana-only won't work either. It has to be specifically Popo solo, but once that is done, .rel porting works perfectly.

Here's the specific code you need, before the IC-constants, ported .rel, and soundbank codes:

Code:
Character/Costume Replacement (Ice Climbers - Popo) [spunit262]
* 80000000 90180B48
* 80000001 90180BF8
* 60000003 00000000
* 4A001000 00000000
* 38000002 00FF1000
* 4A001001 00000000
* 38000004 FF000000
* 10000000 00000011
* 100003C5 00000000
* E0000000 80008000
* 4A001000 00000000
* 38000002 00FF1000
* 4A001001 00000000
* 38000004 FF000001
* 10000000 00000011
* 100003C5 00000001
* E0000000 80008000
* 4A001000 00000000
* 38000002 00FF1000
* 4A001001 00000000
* 38000004 FF000002
* 10000000 00000011
* 100003C5 00000003
* E0000000 80008000
* 4A001000 00000000
* 38000002 00FF1000
* 4A001001 00000000
* 38000004 FF000003
* 10000000 00000011
* 100003C5 00000004
* E0000000 80008000
* 4A001000 00000000
* 38000002 00FF1000
* 4A001001 00000000
* 38000004 FF000004
* 10000000 00000011
* 100003C5 00000002
* E0000000 80008000
* 4A001000 00000000
* 38000002 00FF1000
* 4A001001 00000000
* 38000004 FF000005
* 10000000 00000011
* 100003C5 00000005
* E0000000 80008000
* 86000000 00000004
* 86000001 0000005C
* 62000000 00000000

Feel free to yell at me if the costumes are wrong, btw. If this character/costume replacement code can also work with a Nana-only CSS slot, I can test the ft_roy Clone Engine codes. But for now, by changing Ice Climbers to Popo alone you can .rel port like any other character.

Soo... since PAL .rels are now availabe... what exactly needs to be done for this to work for PAL?

I really, really doubt that the generic Ike .rel will work on PAL. But, the standard PAL offsets seem to match the ones on Dantarion's wiki so Marth and Jigglypuff's might work. And Metaknight if the no entry/results code gets ported to PAL.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 23, 2011, 03:23:14 PM
so, for example, i use this code to play as pop. then i can tkat the ike .rel for exampl eand play as ike over popo?

and what are the fit roy cloejn codes? are they the oens that you can take roy form brawl adn make him playable?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 23, 2011, 04:09:28 PM
tails, so i jsu ttake, fo rexample, i change 0F to the id of someone (for example Jigglypuff) then take ft_purin and change it to ft_iceclimber, then i can have jigglypuff over popo?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 23, 2011, 04:35:56 PM
I did something wrong. do I take th e.rel adn change 25 to 07 then add in the jiggly files? (lol) cuz when i selected the stag it froze, so i removed the .rel and it forze at the stage screen agiaon. did i edi tthe .rel wrong? maybe. soemone shoudl amke a program tha tu enter a .rel adn picka ahcaercater os it works fo rit t liek th estage one


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on June 23, 2011, 11:11:08 PM
Interesting. I had thought of that, but never actually believed it would work.

Shame I suck with Ice Climbers. Guess I'll replace them or something.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on June 24, 2011, 04:06:42 PM
Heh, it was worth a try. I'll look for a fix or something when I'm not on my phone...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on June 24, 2011, 10:45:45 PM
I think I figured out the problem: The code I posted only hooks on the CSS, whether it be in a Brawl or Training or the 1P CSS. Classic mode and the SSE loads up the Ice Climbers slot hardcoded since it completely avoids the CSS, and because of this the code doesn't even touch the slot. If there's a workaround for this at all, I'm 95% sure that .rel ports over the Ice Climbers will work.

If anyone knows of a character modifier that works for 1-player modes as well as multiplayer, please let me know and I can test this out.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DrKoala on June 26, 2011, 01:44:50 PM
I really, really doubt that the generic Ike .rel will work on PAL. But, the standard PAL offsets seem to match the ones on Dantarion's wiki so Marth and Jigglypuff's might work. And Metaknight if the no entry/results code gets ported to PAL.

Eh... so what exactly does this mean now? Should this work or shouldn't it?
If I remember correctly, EY said that this could be done rather easily with the PAL .rels...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 26, 2011, 04:55:37 PM
The offsets for Marth's .pac are the same and I think Purin's are too, but the IC-Constants need to be changed depending on who you are porting the character over.

Can someone who is using PAL test the codes in the OP?

For example, PAL people, try this:

Marth can wall jump:
04B0B61C 00000001

Please tell me if this works.

Another issue is that the no entry/result data code must ported.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on June 27, 2011, 12:19:22 PM
Found two discoveries based on using Ice Climbers with modules (.rels):

First off, I was able to condense the code ridiculously, now it's only 11 lines vs...a lot. Here it is, just use it instead of the character/costume replacement code I posted earlier.

Code:
Character Replacement (Ice Climbers - Popo) [spunit262]
* 80000000 90180B48
* 80000001 90180BF8
* 60000003 00000000
* 4A001000 00000000
* 38000002 00FF1000
* 4A001001 00000000
* 10000000 00000011
* E0000000 80008000
* 86000000 00000004
* 86000001 0000005C
* 62000000 00000000

This still doesn't work in single player modes though, which leads me to my next point. The reason it doesn't work is because character ID's in All-Star, Classic, SSE, and Event Matches are hardcoded and loaded from common2.pac (at least everything but SSE is). This is definitely fixable, EY made a really good guide for that here: http://www.smashboards.com/showthread.php?t=288062

Basically, in Tabuu, change any character instance of Ice Climbers to just Popo in Events and All-Star mode. If the SSE and Classic data can be changed in the same way there'll be no more glitching period. I'll try this out and if it works, I'll make a base pack that fixes all instances of the Ice Climbers to just Popo for .rel ports.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 27, 2011, 01:02:58 PM
The offsets for Marth's .pac are the same and I think Purin's are too, but the IC-Constants need to be changed depending on who you are porting the character over.

Can someone who is using PAL test the codes in the OP?

For example, PAL people, try this:

Marth can wall jump:
04B0B61C 00000001

Please tell me if this works.

Another issue is that the no entry/result data code must ported.

what op codes work over for pal?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 27, 2011, 01:08:36 PM
That's what I'm trying to find out. The no entry/result data codes do not but the IC-codes might work.

Please try this.

Marth can wall jump:
04B0B61C 00000001

BTW, look at this thread's posts
http://www.smashboards.com/showpost.php?p=12931320&postcount=1175
http://www.smashboards.com/showpost.php?p=12902185&postcount=1172

I still need response on the one liners.

Bonus:
http://www.smashboards.com/showpost.php?p=12674884&postcount=1162


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 27, 2011, 02:11:23 PM
That's what I'm trying to find out. The no entry/result data codes do not but the IC-codes might work.

Please try this.

Marth can wall jump:
04B0B61C 00000001

BTW, look at this thread's posts
[url]http://www.smashboards.com/showpost.php?p=12931320&postcount=1175[/url]
[url]http://www.smashboards.com/showpost.php?p=12902185&postcount=1172[/url]

I still need response on the one liners.

Bonus:
[url]http://www.smashboards.com/showpost.php?p=12674884&postcount=1162[/url]

just tryed marth can wall jump but and i inserted the code with gctedit and  he still couldnt wall  jump:S

edit wat is the first link suposed to do ? give  you a roy slot? becuase when i putted those two codes
Usage Storage Engine (Dont Wreck My Music) [Dantarion,ported by Deathwolf]
060AF160 0000000C
3C808120 3800000B
38840B10 00000000

Usage Storage Engine Data
0708 A94C 00000018
110E120E 04030F0D
1D1B1F1B 211B1E1B
201B221B 32110000

my wii froze when entreing the result screen also is the usage storage engine data ported? becuase that myght be wahts  getting the freeze on entering the result screen


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 27, 2011, 02:38:57 PM
You don't need the storage engine stuff yet....

Thanks for informing me that the one liner doesn't work.

Now I can request it to be ported sooner.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on June 27, 2011, 02:55:34 PM
quick question, would ike over dk work? using the generic rel. Im sorry im not sure if it works over all slots.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 27, 2011, 03:00:09 PM
It SHOULD work, provided you mod the IC-Constants to match Ike's.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on June 27, 2011, 03:04:28 PM
It SHOULD work, provided you mod the IC-Constants to match Ike's.

ok thank you, i will give it a shot.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 27, 2011, 03:10:20 PM
You don't need the storage engine stuff yet....

Thanks for informing me that the one liner doesn't work.

Now I can request it to be ported sooner.
does that extra marth slot even exist? now or is just dantarian who has the code?

also since the marth has walljump didnt work does that mean pal ic contants are diferent?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 27, 2011, 03:18:19 PM
Yes it does mean that they are different.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 27, 2011, 03:27:14 PM
Yes it does mean that they are different.
thats wierd when you made marth to mario rel you said the code looked the same the only real problem was the no entry pac wich made the tube stick to our feets  but if ic constants are diferent i see alot of problems to pal :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 27, 2011, 10:01:59 PM
http://www.smashboards.com/showpost.php?p=12932526&postcount=1177
I asked and received.
That should work for PAL.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 28, 2011, 01:34:51 AM
[url]http://www.smashboards.com/showpost.php?p=12932526&postcount=1177[/url]
I asked and received.
That should work for PAL.

the codes work  xD
also with no entry plus no result codes you sucesefully ported marth over mario  in Pal xD i tested it and it didnt freeze this time xD so it was in need of those codes but i wanted to see mario over useless characters and mario is a decent character :S

edit:
tryed with 3 marth psa and all work fine xD so i guess you can put in the OP for Pal Users Marth on Mario rel works with those two codes perfectly xD

also didnt you said the problem of porting marth rel over yoshi was that yoshi's crawl? so if yoshi crawl is ported to pal that means we can port in pal marth rel over yoshi?
also do characters like DDD diddy kong ROB and GW need any special codes like yoshi?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 28, 2011, 07:02:41 AM
Anyone that's not Mario needs to have their IC-Constants modified or you will have issues, T-stances, and/or game freezes.

Only one of these codes may exist, but here.

XX has YY's IC-Constant [Dantarion, ported to PAL by standardtoaster]
C2853D88 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 28, 2011, 07:22:51 AM
i ahve a question. with the codes like popo over ice climbers and alloys, gb, and wm, over g&w, can that long code be used to port others? like jiggly over ike?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 28, 2011, 07:28:54 AM
Rice Climbers?

wat

Anyway, Jiggs needs her IC-Constants modded to go over Ike.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 28, 2011, 07:33:17 AM
so all i need is the ic-constants code and her files, then it would work?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 28, 2011, 07:34:40 AM
Yes it should work.

Be sure to modify her .rel to change certain offsets.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 28, 2011, 07:42:32 AM
oh, darn it, i thought with these codes i wouldnt have to do that. oh well, guess i can wait till someone makes a hack that already has an edited .rel, because i cant edit .rels anymore because i fail at it. thanks for helping me though


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on June 28, 2011, 08:15:20 AM
Can someone compile a list for me?

I need a seperate section for each character containing which characters can/cannot be ported over, or ported in general.

This will also be useful for the OP


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on June 28, 2011, 08:24:10 AM
Any PSA that doesn't use articles seem to be able to be ported.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on June 28, 2011, 09:13:02 AM
Any PSA that doesn't use articles seem to be able to be ported.

That doesnt really tell me much though. I need a list of these things with seperate sections:

1) What characters can/cannot be ported to others
2) What characters can/cannot be ported over
3) What characters do/don't have working rels
4) What characters are being worked on
5) A list of all of the rels that have been "released"


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 28, 2011, 11:47:15 AM
Someone who use PAL test please.

[url]http://www.mediafire.com/?9g86ga77dteef24[/url]
List of all IC - Constant offsets for PAL

Be sure to use 04B07 in front of the offset

Thanks to standardtoaster for the Yoshi Crawl code port, which I used as a base to find the other values.

Example Code:

Mario has WallJump
04B0707C 00000001

i dont wanna seem like a  noob(wich i am :S) what program do people use to modify rels?

also lets say i want the marth rel over yoshi do i need to substitute marth values in lets say
on jab
Jab        424
to yoshis? jab wich is
Jab        - 14C so marth rel jab would look like  04B0714C ????
is that correct?

and what should i do with this code or it isnt needed?
XX has YY's IC-Constant [Dantarion, ported to PAL by standardtoaster]
C2853D88 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on June 28, 2011, 01:07:03 PM
Since you can only have 1 of those XX has YY codes, I recommend you test ssbbtailsfan's code so you can port more than one.

You use a hex editor to mod the offsets of the .rels but for those codes, put the code in the Wii Cheat Code Manager.

THe rules of what you put in the second part and Y value of the one liner IC code is the same as NTSC.

Quote
Important notes for Y values:
For Jabs and Ftilts, do not go over 3.
For FSmash, do not go over 2.
For Multijump, 1 is for normal jumpers, 2 is for true multi-jumpers like  :pit: :kirby:
For Rapid Jab, Glide, Crawl, WallJump, Wall Cling, Zair, and DA -> Crouch, 0 disables it, 1 enables it.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 28, 2011, 02:15:48 PM
Since you can only have 1 of those XX has YY codes, I recommend you test ssbbtailsfan's code so you can port more than one.

You use a hex editor to mod the offsets of the .rels but for those codes, put the code in the Wii Cheat Code Manager.

THe rules of what you put in the second part and Y value of the one liner IC code is the same as NTSC.


where do i find  xx has yy numbers? because i dont see it in the op also i used an hex editor and it appeared a bunch of number and letters  i dont understand anything :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 29, 2011, 04:19:53 AM
Someone who use PAL test please.

[url]http://www.mediafire.com/?9g86ga77dteef24[/url]
List of all IC - Constant offsets for PAL

Be sure to use 04B07 in front of the offset

Thanks to standardtoaster for the Yoshi Crawl code port, which I used as a base to find the other values.

Example Code:

Mario has WallJump
04B0707C 00000001

the problem is that yoshi crouch code doesnt work :S i just tested it
i made the rel everything works perfect but if i crouch like 3 times in a row the game freezes thats the only glitch :S is that because the yoshi crouch? i have the code
04B07164 00000000
04B07148 00000000
that is what the ntcs users needed to  make  an ntsc marth over yoshi

and the only freeze hapen when i crouch like 3 times in a row or something :S


edit2
it must really be yoshi s problem because i did marth rel over rob and nothing freezes its perfect atleast it didnt freeze on me until now xD and i used that rob code 
04B07820 00000002
i find out what causes freezing after i crouch if i move the joystick sideways it freezes what code do i need to put so it wont freeze?



Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 29, 2011, 09:52:22 AM
i have a theory. What i fyou looked at the stage expansion code. coudl you then make a character expansion code? jsu tlook at the logn code and maybe ou could figure somehting out.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 29, 2011, 12:28:33 PM
Yes that is correct. Though to be honest, Yoshi already has 2 jabs by default (Marth's Jab) so that code isn't needed.

Yoshi crawl PAL code doesn't work!? Damn, then all the values I have in the txt file must be wrong.
That freeze is cause by the crawl, when you press down and move left or right, the freeze happens.
It needs a crawl code to fix, since Marth doesn't have a crawl event in his PSA.

If your using Marth over Yoshi, then try this,

Yoshi has Marth's IC-Constant [Dantarion, ported to PAL by standardtoaster]
C2853D88 00000003
2C040004 40820008
38800011 1C040038
60000000 00000000



Remember only one of these kind of codes can be used, since multiples of these won't work do to it reading from the same place in memory. Please let me know if that works for you.

ROB's IC-Constants by default matches up with Marth's, except for one value, where you need that one code
(04B07820) but it may be wrong. Isn't really needed, but just to insure safety during gameplay (no sudden freeze from somewhere).



i used that one code over yoshi the first time and i think it still frooze wierd :S however i used that one to port marth over dedede and when double jumping and everything  it doesnt freeze it fells perfect  :S i will try that one again and see what happerns also where do you find the chracter original jabs and everything? like rob and etc i wanted to know and couldnt fint it

edit just tryed it the crawl still freezes however when using with DEDEDE code dededed desnt freeze at all unless dededed doest need any ic constant changed too like rob if thats the case the  code doesnt  work but i dont know what are ddd original  jabs jumps and etc where do i find this info?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on June 30, 2011, 02:36:17 AM
srry for the double post im just putting this to help pal users there are three perfect PAL marth rels working now. One over mario , one over dedede and one over ROB

to use any  rel put  this two  codes. All codes bellow are for PAL users only

No Entry Data [Standardtoaster]
06AD3E50 00000030
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000

No Result Data [Standardtoaster]
06AD3E88 00000030
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000

rels :http://www.megaupload.com/?d=8YUCMA1D
there is also an yoshi rel but it has freezing glitch  so use the others also eternal yoshi or ssbstalion if you could look at my yoshi rel maybe its not the code that doesnt work maybe its something i did wrong in the rel itself? becuase that code that replaces all ic constants still freezes on yoshi while on dedede it works with no glitches and i find that supiscius so if anyone can take a look i would apreciat

marth over mario
doesnt need any codes this one was made by eternal yoshi

marth over Rob
04B07820 00000002 its just a safety code for what i readed it isnt really needed

marth over dedede
C2853D88 00000003
2C040020 40820008
38800011 1C040038
60000000 00000000
changes all dedede ic constants to marth ones

well thats all i could do  so if anyone  that understands this could take a look to yoshi rel maybe the problem is there and not in the crawl code


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 01, 2011, 11:07:52 AM
i have a theory. What i fyou looked at the stage expansion code. coudl you then make a character expansion code? jsu tlook at the logn code and maybe ou could figure somehting out.

That's a good idea, but i'm pretty sure that there's a lot more encoding to be done than you think.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 01, 2011, 06:50:29 PM
i solved the yoshi rel  problem xD i guess i was just noob standard toaster individual codes work  but i needed to replace crouch and U13 wich i didnt noticed it was diferent from marths too and ssbstallion your ic constants work xD thanks for finding them for all the pal users xD so updating the previus post

im just putting this to help pal users there are three perfect PAL marth rels working now. One over mario , one over dedede , one over ROB and one over Yoshi

to use any  rel put  this two  codes. All codes bellow are for PAL users only

No Entry Data [Standardtoaster]
06AD3E50 00000030
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000

No Result Data [Standardtoaster]
06AD3E88 00000030
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000
00000000 00000000

rels :http://www.megaupload.com/?d=8YUCMA1D


marth over mario
doesnt need any codes this one was made by eternal yoshi

marth over Rob
04B07820 00000002 its just a safety code for what i readed it isnt really needed

marth over dedede
C2853D88 00000003
2C040020 40820008
38800011 1C040038
60000000 00000000
changes all dedede ic constants to marth ones

marth over yoshi
04B07164 00000000       no crawl
04B0717C 00000000       no U13

and thats all xD


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ike123 on July 02, 2011, 07:32:58 AM
thanks Carnage for the codes en the rels en that you fix the yoshi problem you helped the pal users very much


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 02, 2011, 09:10:38 AM
The correct terms are NTSC-J and NTSC-U.

JAP is a racial sur. :/

Adding that link to the op.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 02, 2011, 03:44:30 PM
Oh no, I've been using that term all this time (like USA/JP brsar, SFX IDs)
It's racist? I never knew that, I'll refer them to NTSC-J and NTSC-U from now on.
I'm sorry to anyone who may have been offended by that.

Oh and thanks for the addition, but one small update above that to include the start of the line should be 04B07. So a PAL code goes like 04B07XXX 0000000X while x is the values.



i didnt test the sound bank code becuase anyone that is pal wont have sound in their psas either way :S since the sound codes dont match so that sound bank modifier hasnt been tested

question to patch jiglypuff  is it as easy as marths? just replacing like 5 or 6 values?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 02, 2011, 05:08:16 PM
Yes and the offsets SHOULD be the same.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 03, 2011, 06:22:21 AM
Yes and the offsets SHOULD be the same.
is there any chance that ike rel phantowing modified can be translated to pal? becuase  becuase theres alot of good characters under ike but i guess only PW knows what he changed  in there :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 03, 2011, 02:08:33 PM
Sorry, but that's very unlikely considering that the .rel has much more sophisticated modifications which can only be replicated by those who have a high understanding of ASM.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 04, 2011, 08:14:54 PM
hey, i made the codes to port mewtwo's dummied out slot over mario.....

For some reason, when i turned the game on with those codes activated, i was playing as lucario.....

Iwas only able to do the wait animations, and walk, but not anything other than walk middle. ANY other move or animation made it freeze. And yes, i tested EVERY animation one by one....and it was a pain in the ass....oh and (obviously) the entry worked. I was going to try the up taunt, but when i went to activate the codes i had made, it said they were corrupted and contained unknown characters, then my wii crashed, and the codes were all messed up. :oshi:

yea.....

So does this mean brawl's "mewtwo" was a clone of lucario???

Anyone wanna look into this???



Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 04, 2011, 08:26:35 PM
hey, i made the codes to port mewtwo's dummied out slot over mario.....

For some reason, when i turned the game on with those codes activated, i was playing as lucario.....

Iwas only able to do the wait animations, and walk, but not anything other than walk middle. ANY other move or animation made it freeze. And yes, i tested EVERY animation one by one....and it was a pain in the ass....oh and (obviously) the entry worked. I was going to try the up taunt, but when i went to activate the codes i had made, it said they were corrupted and contained unknown characters, then my wii crashed, and the codes were all messed up. :oshi:

yea.....

So does this mean brawl's "mewtwo" was a clone of lucario???

Anyone wanna look into this???



I don't know..... did you modify the IC-constants of the Dummied out slot to match Mario's or Lucario's??


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 04, 2011, 08:39:16 PM
I don't know..... did you modify the IC-constants of the Dummied out slot to match Mario's or Lucario's??

Mario's....im 150% sure of it.....but it made me "play" as lucario


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 05, 2011, 07:50:35 AM
maybe you should make it to match lucario's? just to see if this works?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 05, 2011, 02:50:12 PM
maybe you should make it to match lucario's? just to see if this works?

IDK...im busy now...i would try it but i cant yet


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 05, 2011, 02:52:10 PM
are the codes u used pal? if they are not, give them to me and i will make the ic's to match lucarios. to see if it works.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 05, 2011, 04:08:59 PM
are the codes u used pal? if they are not, give them to me and i will make the ic's to match lucarios. to see if it works.

I dont have them remember? They got corrupted


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 05, 2011, 04:14:32 PM
oh, i thought you made a backup. oh well.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 05, 2011, 04:16:04 PM
oh, i thought you made a backup. oh well.

Unfortunatley, i didnt think to. And i feel really stupid for not doing so.....


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 05, 2011, 04:16:36 PM
Unfortunatley, i didnt think to. And i feel really stupid for not doing so.....

:/ well, that stinks.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 05, 2011, 04:21:30 PM
yea...

Can someone tell me how i would go about making the needed things (codes, rels, etc) to port lucario over someone?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 07, 2011, 05:47:45 PM
i dont think they have a lucario.rel yet.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on July 07, 2011, 11:58:19 PM
Of course there is.

It just... wouldn't port very well.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 08, 2011, 12:34:56 AM
Of course there is.

It just... wouldn't port very well.

so it would port.....just not well???


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 08, 2011, 01:15:35 AM
so it would port.....just not well???
there is a video of dantarian i think where he ported lucario over mario but when it was lucario vs mewtwo the mewtwo shadow ball was invisible :S thats why we can only port ike marth jigly and metaknight for now :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 08, 2011, 01:20:11 AM
there is a video of dantarian i think where he ported lucario over mario but when it was lucario vs mewtwo the mewtwo shadow ball was invisible :S thats why we can only port ike marth jigly and metaknight for now :S

Oh? Can you find me this video?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: spiritpyros on July 08, 2011, 01:25:35 AM
in the op


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 08, 2011, 05:24:50 AM
You know, whether or not you're making a moveset, you can just add the ic-constants to whoever you want and add the needed animations to the subactions in PSA and you got a Gliding Bowser and a Wall-clinging Ganon


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 08, 2011, 05:45:18 AM
[url]http://www.justin.tv/dantarion/b/285661899[/url]
5/11/11
First showing of porting method with no patched modules(.rels) These focus on ports of DK and Lucario.

[url]http://www.justin.tv/dantarion/b/285729360[/url]
5/12/11
Shows more of the method and this time M2 and Roy have their own slots.
Note: Contains intermission of debugging.


So then if porting lucario onto mario worked, then why isn't the file or whatever out???


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 08, 2011, 06:42:49 AM
So then if porting lucario onto mario worked, then why isn't the file or whatever out???
it didnt worked you would have an invisible shadow ball :S becuase the effects werent working i think theres also a video with an extra marth slot working but the codes arent out yet  it will be out when dantarion wants them out


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 08, 2011, 07:11:22 AM
it didnt worked you would have an invisible shadow ball :S becuase the effects werent working i think theres also a video with an extra marth slot working but the codes arent out yet  it will be out when dantarion wants them out

Oh, ok. Lol, invisible shadow ball? Nah, mewtwo used the force. NBD. lol.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 08, 2011, 06:26:59 PM
lol so when this is lucario clone is done will it work on others than just mario? cuz i want it on jigglypuff.... all that we have to do is change some coding in the .rels, right?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ike123 on July 09, 2011, 06:48:22 AM
does anybody have a PAL ft_ike.rel patched


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 09, 2011, 12:29:27 PM
The genericIKE.rel is currently not in PAL format. Sorry.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 09, 2011, 12:38:34 PM
lol so when this is lucario clone is done will it work on others than just mario? cuz i want it on jigglypuff.... all that we have to do is change some coding in the .rels, right?

I think so, but i could be wrong.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Infernape on July 09, 2011, 02:06:43 PM
Hey Eternal Yoshi one question it will possible that each of the clone character has their own SFX
Like:Roy,Mewtwo,Sasuke (ect...)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 09, 2011, 02:22:11 PM
While we can make a clone load any available sound bank, there isn't a way to load separate SFX packs Like Ike/Cloud/Naruto and Marth/Roy ATM.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 09, 2011, 02:44:35 PM
i found out how to.

you change the SFX IDs in the character.pac file to match the ones they are cloned over, then you change the SFX of that character.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: LC-DDM on July 09, 2011, 03:15:17 PM
This thread needs more PAL support. :af:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 09, 2011, 03:25:03 PM
This thread needs more PAL support. :af:
well i did everything i can we can now port marth and jigly and metaknight in pal becuase they have no articles while ike it would be needed someone with alot of knowledje to port it to pal  :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on July 09, 2011, 03:35:04 PM
While we can make a clone load any available sound bank, there isn't a way to load separate SFX packs Like Ike/Cloud/Naruto and Marth/Roy ATM.
Unless you replace for example Duon's SFX with Naruto's/Cloud's, load them with the sound bank modifier and edit the SFX ID's in the PSA to work with it.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 09, 2011, 03:58:23 PM
just a question why in the ntsc version of data portion 2 here on the vault the only original rel missing is the ike rel? i find that wierd i just wanted to see what PW changed from the original ntsc ike rel but i cant find him :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 09, 2011, 04:54:37 PM
Unless you replace for example Duon's SFX with Naruto's/Cloud's, load them with the sound bank modifier and edit the SFX ID's in the PSA to work with it.

I forgot about those sets XD
That can work too.

The depressing thing is that there was a SFX ID and Wave reserved for when he Narrator drops the title at the end of the intro. It's empty and doesn't divide by 0.

I wish we could use this.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 09, 2011, 10:36:53 PM
just a question why in the ntsc version of data portion 2 here on the vault the only original rel missing is the ike rel? i find that wierd i just wanted to see what PW changed from the original ntsc ike rel but i cant find him :S

get a copy of the iso from my forum's resource page (in my siggy) and extract it with wiiscrubber. ALWAYS have a clean brawl iso handy.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ike123 on July 10, 2011, 07:24:16 AM
how to disable the multi jump from king dedede


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: adaption on July 10, 2011, 11:16:28 AM
Ok, that might be a stupid question, (i'm new to this) but does this method mean, that we can actually have more characters to choose from (like you know 50 or something) rather than just overwriting already existing characters (like Mario for example) ?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 10, 2011, 11:27:38 AM
Ok, that might be a stupid question, (i'm new to this) but does this method mean, that we can actually have more characters to choose from (like you know 50 or something) rather than just overwriting already existing characters (like Mario for example) ?

Lol, yup, thats the main point of this.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Kagemaru on July 10, 2011, 02:48:13 PM
In THIS (http://forums.kc-mm.com/index.php?topic=14915.msg500535#msg500535) It was said that you could port Marth over many characters, but the post only gives links to several Metaknight .rels

Am I missing something? Because I would like to port Marth over more then just R.O.B. but I don't know if I need a rel file or... w/e.

So, can anyone help me with that?

I've put in those two codes mentioned in the linked post into my rsbe01 file. Is that all I need (besides putting Marth hacks into the appropriate character files) or do I need .rels? If I do... where are they?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 10, 2011, 03:42:37 PM
In THIS ([url]http://forums.kc-mm.com/index.php?topic=14915.msg500535#msg500535[/url]) It was said that you could port Marth over many characters, but the post only gives links to several Metaknight .rels

Am I missing something? Because I would like to port Marth over more then just R.O.B. but I don't know if I need a rel file or... w/e.

So, can anyone help me with that?

I've put in those two codes mentioned in the linked post into my rsbe01 file. Is that all I need (besides putting Marth hacks into the appropriate character files) or do I need .rels? If I do... where are they?

if your are ntsc you already have some marth rels in the vault and lets say you want marth over yoshi download the sephirote hack it should have a folder named module and it contains a ft_yoshi.rel  puth that in the module in your module folder and if you have a marth over rob it should have already a ft_robot.rel in there so just put in the same place  then in fighter creat a yoshi folder and download a marth psa  and just rename it to look like yoshi Fityoshi00.pcs and etc also be aware that you need to use the code  like yoshi has no crawl and yoshi u13 i think they must have the codes for you to input  also if you download lets say roy psa you will need to go to recourses and download fitmarthfinal.pac and rename it fityoshifinal.pac same if your hack doesnt have a fitmotion or pac you just need to put all in there substitute yoshi for marth hope it helps


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 10, 2011, 03:47:21 PM
In THIS ([url]http://forums.kc-mm.com/index.php?topic=14915.msg500535#msg500535[/url]) It was said that you could port Marth over many characters, but the post only gives links to several Metaknight .rels Am I missing something? Because I would like to port Marth over more then just R.O.B. but I don't know if I need a rel file or... w/e. So, can anyone help me with that? I've put in those two codes mentioned in the linked post into my rsbe01 file. Is that all I need (besides putting Marth hacks into the appropriate character files) or do I need .rels? If I do... where are they?

i have the codes and the .rel to port marth over ness. if you want it i can get it to u by next weekend


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 12, 2011, 05:03:47 AM
http://forums.kc-mm.com/index.php?topic=25005.msg569727#msg569727


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 12, 2011, 01:35:39 PM
Filler post? Maybe, but check this out and test this out, PAL users.

http://www.smashboards.com/showpost.php?p=13006338&postcount=1


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 12, 2011, 02:39:59 PM
What do i need to do in order to become a part of the team working on this??? Also, how do i patch character rels?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 14, 2011, 01:33:56 AM
http://forums.kc-mm.com/index.php?topic=28076.msg579270#msg579270

A more up to date link to PAL's updated file patch code.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 14, 2011, 02:57:06 AM
[url]http://forums.kc-mm.com/index.php?topic=28076.msg579270#msg579270[/url]

A more up to date link to PAL's updated file patch code.


what does this one does ?that the older one doesnt?
also it may be off topic but anyone knows if there is a pal css with independant shiek? becuase using sodooms spider man next to zelda fells out of place so if anyone knows any pal codes to have independant shiek in css pls tell


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 14, 2011, 05:04:15 AM
What do i need to do in order to become a part of the team working on this??? Also, how do i patch character rels?

Anyone???


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 14, 2011, 11:35:13 AM
So I guess nobody's figure out Sonic-based .rels yet?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on July 14, 2011, 03:04:42 PM
Either that, or no one who can even wants to do a generic Sonic .rel.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 14, 2011, 03:08:19 PM
Either that, or no one who can even wants to do a generic Sonic .rel.

what do you mean "generic"?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 14, 2011, 05:22:40 PM
what does this one does ?that the older one doesnt?
also it may be off topic but anyone knows if there is a pal css with independant shiek? becuase using sodooms spider man next to zelda fells out of place so if anyone knows any pal codes to have independant shiek in css pls tell

I don't know sadly. I'm sure someone will port the solo Zelda and Sheik icon CSS codes to PAL if you ask in the Smashboards PAL code Data Base.

Anyway, I don't think you guys have been up to date.

After AnimuBrawl, Dant has apparently decided to..... move on, hence why info and updates have been very sparse lately.

My new...... connections will however, allow me to be closer to things like this and more aware of what's going on.

I have faith that someone else will pick up the torch in due time. Until then, stay tuned patiently. :)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on July 14, 2011, 05:27:38 PM
I totally forgot about this failed exeperiment due to Project: M

sorry,

i just want to have some extra characters. i want some more Mario's and An Extra Ganondorf. and a Second Ness and Lucas


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on July 14, 2011, 05:37:45 PM
After AnimuBrawl, Dant has apparently decided to..... move on, hence why info and updates have been very sparse lately.

What, no BrawlMasquerade then?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 14, 2011, 08:10:09 PM
I thought that he was going to spill the beans on that when he left, but............


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on July 14, 2011, 08:42:21 PM
If I remember right, I read a comment by Dant himself on his BrawlMasquerade Youtube video explaining what was going to happen to it. He's pretty much using AnimuBrawl as a public beta test for BrawlMasquerade (and god knows what else), and he'll release it after that's all over before he leaves for good.

Hopefully he keeps to his word on that before he leaves. Kinda hope someone else picks up the Clone Engine as well...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TruePhilosopher on July 14, 2011, 10:50:57 PM
So Dantarion isn't going to release any of his work?

DS22 should release what he knows about the ft_Roy.rel at the very least...  :srs:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 14, 2011, 11:34:16 PM
Maybe he will after I eat this:

(http://i12.photobucket.com/albums/a233/MazAMaTaz/SOUTHPARKATEERS/FRIEDCHICKENSUNDAE.png)

Seriously though, stay tuned.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 15, 2011, 04:18:27 AM
I totally forgot about this failed exeperiment due to Project: M

sorry,

i just want to have some extra characters. i want some more Mario&#039;s and An Extra Ganondorf. and a Second Ness and Lucas

Just what we need. More plumber clones, another demented tyrant, and two more punching bags.

So Dantarion isn&#039;t going to release any of his work?

DS22 should release what he knows about the ft_Roy.rel at the very least...  :srs:

So what now? Is the clone engine project closed? I was really hoping for a Character expansion pack to make importing new characters easier  :(.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on July 15, 2011, 04:24:52 AM
Just what we need. More plumber clones, another demented tyrant, and two more punching bags.

I'm only getting them because there are good characters that go over them i want. easy to explain, hard to believe.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 15, 2011, 04:25:54 AM
I know, I just wanted to say that to sound smart.  ;D But I really would like a character expansion too for the same reason.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 15, 2011, 04:37:52 AM
i had hoped dantarion to show us how to make the extra marth slot he had on the video :S well i guess we cant hope for everything xD


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 15, 2011, 04:39:04 AM
I'm just going to sit back and let things play-out before I start judging people or assuming anything.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on July 15, 2011, 05:58:38 AM
Peach can be ported over Wario now:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20531


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 15, 2011, 06:09:22 AM
Of course I vote Wario better than Peach :P

What are the glitches?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on July 15, 2011, 06:19:23 AM
i dont know not have tested the files yet

but i know there will be GFX Bugs if Peach vs. Peach Clone


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 15, 2011, 06:20:39 AM
Oh that's always an issue  :D


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Kagemaru on July 15, 2011, 09:28:53 AM
if your are ntsc you already have some marth rels in the vault and lets say you want marth over yoshi download the sephirote hack it should have a folder named module and it contains a ft_yoshi.rel  puth that in the module in your module folder and if you have a marth over rob it should have already a ft_robot.rel in there so just put in the same place  then in fighter creat a yoshi folder and download a marth psa  and just rename it to look like yoshi Fityoshi00.pcs and etc also be aware that you need to use the code  like yoshi has no crawl and yoshi u13 i think they must have the codes for you to input  also if you download lets say roy psa you will need to go to recourses and download fitmarthfinal.pac and rename it fityoshifinal.pac same if your hack doesnt have a fitmotion or pac you just need to put all in there substitute yoshi for marth hope it helps

I know all that at the very least. But I don't only want to do that for Yoshi. I need them for other people. And I don't know where to find the codes for Yoshi either. I need that no crawl code for V.Joe.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on July 15, 2011, 09:52:39 AM
I know all that at the very least. But I don't only want to do that for Yoshi. I need them for other people. And I don't know where to find the codes for Yoshi either. I need that no crawl code for V.Joe.

That VJoe over Yoshi pack was kinda sloppily put together. Shame, since it's two glitches away from being perfect, one of which I fixed on my own. Here's the codes that I use for Joe over Yoshi:

Code:
Yoshi has 1 Jab??
* 04B0B320 00000001

Yoshi has 3 Jabs
* 04B0B324 00000003

Yoshi has a Rapid Jab
* 04B0B328 00000001

Yoshi can't Crawl
* 04B0B33C 00000000

Yoshi can Walljump
* 04B0B344 00000001

Yoshi has U13
* 04B0B354 00000001

Also, WHAT on Peach over Wario? This is huge, assuming it works right...'cause from what I can see all he did was edit the Peach .rel the same way we edit the Marth, Metaknight, and Jiggz .rel. I wonder why Wario as opposed to anyone else, but this is still great assuming it works right...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on July 15, 2011, 10:03:02 AM
What glitches were there for Joe?

I only experienced the "Final Smash only sometimes working".


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Kagemaru on July 15, 2011, 11:16:03 AM
There are random glitches I haven't 100% pinned down, but I've been getting the freeze when he crouches. That was expected cause its in the description. But there are times it freezes when to many b moves are used at once. The usual problems also happen when fighting C.Falcon... like the pink VFX being fire and what not.

I don't play with Smash Balls often so I haven't had the final smash problem. I didn't even know there was one.

Again, is there a list or something of all the current .rels? Because that would be beyond helpful.


Peach over Wario? Does Waroi have like some huge file size or something? I know he has the most textures in the game, but is it that big of a deal? Keep in mind I haven't been paying attention to maybe the last 10 or so pages of this thread. I stopped keeping up around the post I linked earlier.

Also if anyone is going to help me with my problems, please PM me. It'd be easier then cluttering up forums. Thanks in advance.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TruePhilosopher on July 15, 2011, 12:15:17 PM
Since this is the clone engine porting faq/thread I'll post this here too.

Has anyone successfully ported Ike's generic.rel over Falco?

I followed the steps in the original posts and changed the necessary numbers in the hex file.  I use HxD if that makes a difference.  Anyways after changing Ike's numbers (both 77's to 4C and 22 to 13) I get a freeze when I choose the stage to play on.  From my understanding a freeze isn't supposed to happen until I, for example use something Falco has such as rapid jab when Ike doesn't have a rapid jab.  At any rate I saved the hex file as ft_falco.rel if that makes any difference.  I also tried just loading a generic Ike moveset and nothing.

Files I have in Falco's folder:

FitFalco.pac (Cloud psa)
Outfits 0-5 (all cloud outfits and named appropriately)
FitFalcoEntry.pac (from Olimar Cloud)
FitFalcoResults.pac (same)
FitFalcoSpy.pac and .pcs (again same)
FitFalcoFinal.pac (Cloud psa)
FitFalcoMotionetc.pac (Cloud psa)

Now as I've said I tried switching out the moveset and motion.pac with generics to no avail.  Could the outfit be a possible culprit?  I wouldn't think so, but you never know.  Anyone have any ideas as I'm out of them...  :(


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Thany on July 15, 2011, 12:51:44 PM
Hrm...

Do you have both .pac and .pcs versions of all 6 costume? I recall that when porting a character via .rels, the costume.pacs are mandatory, whereas otherwise for non-transforming characters a .pcs will suffice.

Also, you appear to be missing the .pac and .pcs for "FitFalcoDark" file.(I think is the version of them from in the SSE that you fight near the end."

Aside from that, it may be an issue with his IC-codes. Hope this helps <:3


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TruePhilosopher on July 15, 2011, 01:10:18 PM
I indeed have all the .pacs alongside the .pcs files for all costumes.

Do you need the FitIkeDark file?  Would this possibly prevent entry into the match?

Also I thought even without proper IC codes that it would let you into the match, but only freeze when you use something that Ike doesn't have?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on July 16, 2011, 03:46:54 PM
What glitches were there for Joe?

I only experienced the "Final Smash only sometimes working".

Aside from the Final Smash, there's this, since for some reason I can never explain it well to anyone:

Step 1: Stand next to an opponent

Step 2: Hold a bomb with b and don't let go.

Step 3: ???

Step 4: Profit!
It causes an explosion hitting the opponent for 999% damage, if you don't want to try it out. Do it though, it's hilarious.

Fortunately, I was able to fix this one on my own. If I knew how much Captain Falcon's Final Smash slows down time on it's own before SDo0m's PSA work, I could fix the Final Smash as well.

I indeed have all the .pacs alongside the .pcs files for all costumes.

Do you need the FitIkeDark file?  Would this possibly prevent entry into the match?

Also I thought even without proper IC codes that it would let you into the match, but only freeze when you use something that Ike doesn't have?

I know what the problem is: you're patching 77 (ft_ike) to 4C (Yoshi's Story) instead of 6C (ft_falco) in the module. Let me know if that's a typo, but that should be your problem. The dark costume should have nothing to do with it, nor the IC-constant codes in terms of loading Cloud in the first place.

Also, has anyone actually tried Peach over Wario? I want to know why a patched Peach module works when it has a few articles itself...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 16, 2011, 05:07:27 PM
Maybe because Peach's daikons are stored in common3.pac.
Common3.pac also holds grenades, Box, Peanuts, and so on.

She has other articles though. Her parasol and Entry GFX thing however, have no special flags/actions like Mk's cape, but Toad and whatever's after it does. :(



Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TruePhilosopher on July 16, 2011, 05:16:28 PM
Fixed it.  I now have Ike Cloud working over Falco!  And yes that was a typo haha.  Sorry about that.  It turns out I just needed to use the No Entry Data code.  ssbbTailsFan gave me the heads up on it.

Also he's working without glitches as I used 2 IC-constant codes to take away Rapid Jab and to give him a 3 hit Jab.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 17, 2011, 11:56:57 AM
Wait, so whats going on with Dantarion now??? So he's dropping EVERYTHING? The Clone Engine, Brawl Masquerade, Brawl Hacking, eyc???


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 18, 2011, 06:25:17 AM
*Morale dropped drastically* Damn, will he at least give us what he's got so far if he's stopping? Maybe he's only stopping because of SSB 4.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: LCCoolJ95 on July 18, 2011, 03:25:46 PM
Hey, I tried editing the marth rel, but idk the offsets. Does anybody know what offsets I need to edit?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Strange Matter on July 18, 2011, 10:14:13 PM
Hey, I tried editing the marth rel, but idk the offsets. Does anybody know what offsets I need to edit?


http://opensa.dantarion.com/wiki/Patching_Character_Modules#MARTH


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: LCCoolJ95 on July 19, 2011, 07:53:02 AM
[url]http://opensa.dantarion.com/wiki/Patching_Character_Modules#MARTH[/url]


Thank you, that's all I needed


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on July 19, 2011, 08:19:09 AM
Well, i hyped for a long time only to have my dreams crushed.

as i said. even to dantarion himself.

That the Clone Engine is IMPOSSIBLE

not that we don't have the knowledge, the one with the knowledge just wants to quit for a newer and better game. (or just quits on that cause of how dantarion works and to think i donated him 10$ to work on the Clone engine that's like throwing a cheat token in the well to figure out it does nothing in the end anyway)

i REALLY hope Dantarion proves me wrong on this.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: LC-DDM on July 19, 2011, 08:31:17 AM
I still want PAL Masquerade. >_>;;


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on July 19, 2011, 08:33:35 AM
Well, i hyped for a long time only to have my dreams crushed. as i said. even to dantarion himself. That the Clone Engine is IMPOSSIBLE not that we don't have the knowledge, the one with the knowledge just wants to quit for a newer and better game. (or just quits on that cause of how dantarion works and to think i donated him 10$ to work on the Clone engine that's like throwing a cheat token in the well to figure out it does nothing in the end anyway) i REALLY hope Dantarion proves me wrong on this.
thats means dantarion stopping brawl hacking?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on July 19, 2011, 10:23:33 PM
From what i've read. yes, he might be stopping.

atleast release the Clone engine work, so that we might be able to pick it up...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 20, 2011, 05:51:40 AM
Meh, i'm startin to get tired of Brawl anyways, might move on to either Mario Kart Wii or Black Ops


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 20, 2011, 06:13:21 AM
Maybe you should play those, take 5 from Brawl, and come back in December. I'm sure something big(whether it's related to the CE or not) will happen or have happened by then.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 20, 2011, 09:39:15 AM
Really? I'm not gonna be on this site anyways once school starts in a month, until like, Novemeber or December, but what else is planned besides Clone Engine? I may have said this already but I think Dant just gave up because SSB 4 is in development.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 20, 2011, 09:40:50 AM
Like I said, there's still more to be done like the model importer and stage hitboxes, the latter I will take another look at later.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 20, 2011, 01:08:51 PM
Meh, i'm startin to get tired of Brawl anyways, might move on to either Mario Kart Wii or Black Ops

You mean Black Ops Wii modding???


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 21, 2011, 05:38:13 AM
Well I was but then I figured out it only worked for menu 4.2 so I took it back, so I still got Mario Kart, which I wanna change kart stats and put in custom tracks. Just those two things.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on July 21, 2011, 06:03:00 AM
Daisy Function(Highly Recommeneded, nearly 99.999% Manditory!!!)
* 04B0B504 00000001
A Special Code for Daisy, similar to Cloud and Wisp.

Daisy Function 2(Well, you can add it if you want - I've got it :D)
* 04B0B508 00000001
Another Special Code for Daisy


Can someone convert these for Wario? (i like Peach, hate wario, if i can replace wario, i so will. and Daisy is ther, but this is missing to make her work properlly.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 21, 2011, 06:07:07 AM
Just convert the first code, don't worry about the second one - that's just a personal code for myself  ;D


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on July 21, 2011, 06:26:29 AM
What does it do?

that's what i want to know. and what do the codes do?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 21, 2011, 06:28:49 AM
Well the first is Walljump, which I was trying to put in since V1

Don't worry about the second, you probably wouldn't want that one.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on July 21, 2011, 07:18:24 AM
what did the second one do anyway?

anything to make daisy work correctly is welcomed in mah book.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TruePhilosopher on July 21, 2011, 11:48:31 AM
Just read the Op.  It's gives her the ability to wall cling.  At any rate I have a theory.  I'm fairly certain almost any character can be ported over anyone as long as you change their article related attacks/animations so that they do something that doesn't use them.  Sorry if this is old news, but...  :>.>:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 21, 2011, 12:29:17 PM
i thought that also. never tried it tho

also, we have the alloys over g&w code, and popo over iceclimbers, using no .rels...so y cant we do that for othe rcharacters?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on July 21, 2011, 01:27:15 PM
i thought that also. never tried it tho

also, we have the alloys over g&w code, and popo over iceclimbers, using no .rels...so y cant we do that for othe rcharacters?

The thing is, those codes don't make a character appear out of thin air. The alloys over g&w code takes g&w's existing slots and replaces them in the css with slots that are set up already for the alloys, warioman, and Giga Bowser. The Popo over Ice Climbers code is a workaround so that a .rel port character won't actually cause the game to crash, either due to some presets in psa or in the game (not quite sure which one yet). The ice climbers have specific solo slots, and .rels work perfectly over the solo slots (which is why I have the code). I actually tried to reroute Nana to MarioD's slot to try the ft_roy codes, but they won't work period. I talked to ds22 about it, there's no trick to it, they are merely example codes.

Considering how rocky the game works in single player with the ice climbers code, I really wish that almas' "Clone Engine" (Almas's, so it's not the real thing) worked with .rels and Riivolution...I'd be really happy since I could have a number of .rel ports over one character (granted, not fighting all at once) rather than running out of character slots...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 21, 2011, 03:01:09 PM
oh. well that ruins my plan :( oh well. thanks for explaning it to me.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 22, 2011, 01:32:11 AM
Just read the Op.  It's gives her the ability to wall cling.  At any rate I have a theory.  I'm fairly certain almost any character can be ported over anyone as long as you change their article related attacks/animations so that they do something that doesn't use them.  Sorry if this is old news, but...  :>.>:

Wait, if thats true then i can EASILY port Lucario!!!!!.........Right?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 22, 2011, 02:08:48 AM
To quote Jorgen Von Strangle,
"Not Exactly!"

Don't forget Aura Sphere and the other articles.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 22, 2011, 05:57:38 AM
If I wanted to port Peach over Wolf... or over Ike... or over Ice Climbers...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 22, 2011, 06:01:00 AM


And to quote you,
To quote Jorgen Von Strangle,
"Not Exactly!"

Don't forget Aura Sphere and the other articles.

What are all of lucario's articles? If i nullify OR give them all alternate moves without articles, then i will be able to port him, correct???


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 22, 2011, 06:01:32 AM
You should...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on July 22, 2011, 06:07:27 AM

And to quote you,
What are all of lucario's articles? If i nullify OR give them all alternate moves without articles, then i will be able to port him, correct???
Doesn't work that way.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 22, 2011, 06:08:25 AM
If not then it's somethin to do with his bones or his wait animation gfx


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 22, 2011, 06:16:16 AM
Doesn't work that way.

What do you mean, ds22? Could you explain more in-depth to me of how i would even make a partially successful attempt at this???


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on July 22, 2011, 08:02:52 AM
You cannot expect that just nullifying things will make porting work.
Articles aren't the only things that are hard coded to refer to the module.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on July 22, 2011, 08:20:45 AM
What do you mean, ds22? Could you explain more in-depth to me of how i would even make a partially successful attempt at this???

Best way to go about it is to ask yourself, "Can I make a glitch-free port over Marth or Ike?" If you can make a port over Marth of your Lucario PSA (fixing anything that's wrong with it, not just articles), then you can use it as a .rel port. Otherwise there's really not much you can do with it.

Viewtiful Joe was a coincidence that it worked so well with a Marth .rel, I should probably emphasize that. But if you can port a character flawlessly over Marth, you can .rel port him over anyone else. Or alternatively you could port him over Ike, it's been done before and it'd be a lot more compatible with other characters.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 22, 2011, 09:10:06 AM
How did the V. Joe over Yoshi work? it is a Marth .rel...so how can c. falcon files work on it?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 22, 2011, 09:51:50 AM
Best way to go about it is to ask yourself, "Can I make a glitch-free port over Marth or Ike?" If you can make a port over Marth of your Lucario PSA (fixing anything that's wrong with it, not just articles), then you can use it as a .rel port. Otherwise there's really not much you can do with it.

Viewtiful Joe was a coincidence that it worked so well with a Marth .rel, I should probably emphasize that. But if you can port a character flawlessly over Marth, you can .rel port him over anyone else. Or alternatively you could port him over Ike, it's been done before and it'd be a lot more compatible with other characters.

Oh, alright. That makes more sence then. Guess im screwed then. Aww damn.....oh well....


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: vondy56 on July 22, 2011, 11:23:03 PM
does anyone know has anyone had any luck with porting Link over another character with a working grab?( and i mean that he works exactly like he should not just being able to grab and can not throw) Or is there a rel for link out there somewhere?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 23, 2011, 07:13:03 AM
well i didnt port link, but i ported Zero over Metaknight and he grabs. (with no .rel)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on July 23, 2011, 08:24:44 AM
BTW.

i made codes that allow you to have Zero over Metaknight without the Big IC Constant code.

these are all that are necessary.

Metaknight has no Rapid Jab
* 04B0B718 00000000

Metaknight has single Jump
* 04B0B724 00000001

Metaknight no crawl
* 04B0B72c 00000000

Metaknight has 1 Jab??
* 04B0B710 00000001

Metaknight has 3 Jabs
* 04B0B714 00000003


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: vondy56 on July 23, 2011, 09:47:38 AM
yeah i did see that but he can't use his final smash at the moment if that could be fixed then that would work... or can i use that download of yours and just replace the Zero psa with a Link psa?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on July 23, 2011, 10:04:17 AM
well i didnt port link, but i ported Zero over Metaknight and he grabs. (with no .rel)
Did you actually got grabbing and throwing to work?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 23, 2011, 11:32:57 AM
grabbing works. i think throwing dosnt work, but i cant test righ tnow


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TruePhilosopher on July 23, 2011, 12:56:51 PM
I think through model porting (not .rel porting) you could get anyone working over anyone more or less.  Here's my theory.  Remove all articles from their psa and port the model over you target.  Port in all the animations from the FitMotionEtc.pac to the new character.  Import the psa to the target character.  Test in-game and glitch fix as needed.  Sure you'd have to add in some graphic effects for the attacks you'd need to change and edit the bone hierarchy a little to fix a couple glitches here and there, however I think this would work!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 23, 2011, 01:20:14 PM
I think someone said that already, but nevertheless, i think that will work.

EDIT: Wouldn't you have to remove the SFX also?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on July 23, 2011, 02:27:14 PM
grabbing works. i think throwing dosnt work, but i cant test righ tnow
I tried it out myself and he can only grab an opponent without any possibility to react out of it except for capture break.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 23, 2011, 02:39:31 PM
oh, dang. that stinks. thnx for telling me. gunna update the the description


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on July 23, 2011, 03:26:52 PM
Of course you can add a specific interrupt ground attack to catch wait, but that doesn't really fix it other then catch wait being non-interruptible.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on July 23, 2011, 03:36:32 PM
I think through model porting (not .rel porting) you could get anyone working over anyone more or less.  Here's my theory.  Remove all articles from their psa and port the model over you target.  Port in all the animations from the FitMotionEtc.pac to the new character.  Import the psa to the target character.  Test in-game and glitch fix as needed.  Sure you'd have to add in some graphic effects for the attacks you'd need to change and edit the bone hierarchy a little to fix a couple glitches here and there, however I think this would work!

All of that is possible dude......:srs: EXCEPT just renaming the PSA file.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 23, 2011, 03:38:53 PM
there is a glitch of the side-b in air making the person go high up, and up-b not makign them move, and getting stuck in the animtion. i only noticed this with my attempts at mew (over pika) and knux ( over pika) to be over ike. is there a code that fixes this?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TruePhilosopher on July 23, 2011, 05:47:09 PM
I didn't mean to just rename the psa haha, I meant import their non-article data through Smash Attacks.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 23, 2011, 06:26:17 PM
and now i dont understand :P


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on July 23, 2011, 06:34:35 PM
He means the kind of porting I did with Cloud Kong.
It's possible in most cases, but it is VERY hard work to get it as near perfect as the original.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 23, 2011, 06:39:44 PM
oh, ok.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 24, 2011, 07:32:10 PM
i read somewhere that Captain Falcon is portable... can someone refresh me on how to port him?

thanks!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on July 24, 2011, 10:11:07 PM
Not exactly the way you'd expect. Coincidentally, Viewtiful Joe works great save for a couple of glitches over Marth. Has to do with how SDo0m handled the PSA and the fact that he doesn't use any articles at all. This allows for him to be ported over anyone else using a Marth .rel.

Captain Falcon himself over Marth...leaves a lot to be desired. Same goes for Goku. I haven't tried the Master Chief PSA at all, but judging by the moveset it seems to have a better chance.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 24, 2011, 10:33:10 PM
aww i was gonna try goku :(

oh well, thanks


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 25, 2011, 12:39:59 PM
can someone help me do a Lucas has Metaknight's SFX code and the Lucas has Metaknights IC constants? im trying myself and its not working...

thanks!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 26, 2011, 06:17:51 AM
I can do it but I'm too lazy lol and got stuff to do. There should be some sound bank topic somewhere around.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on July 26, 2011, 10:39:52 AM
can someone help me do a Lucas has Metaknight's SFX code and the Lucas has Metaknights IC constants? im trying myself and its not working...

thanks!

Try this out, I haven't tested it but I'm pretty sure this is what you need. Also I'm fairly thorough on the IC-constant matching, which is why there's so many of them.

Code:
Lucas has Metaknight's Sound Bank [Phantom Wings]
4A000000 80AD89E0
14000068 00000004
E0000000 80008000

Lucas has 3 Jabs???
04B0B7F0 00000003

Lucas has 0 Jabs
04B0B7F4 00000000

Lucas has Rapidjab
04B0B7F8 00000001

Lucas has 3 Ftilts
04B0B7FC 00000003

Lucas has 2 Multijumps
04B0B800 00000002

Lucas has Glide
04B0B804 00000001

Lucas has no Zair
04B0B808 00000000

Let me know if they do or don't work.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 26, 2011, 03:08:46 PM
Try this out, I haven't tested it but I'm pretty sure this is what you need. Also I'm fairly thorough on the IC-constant matching, which is why there's so many of them.

Code:
Lucas has Metaknight's Sound Bank [Phantom Wings]
4A000000 80AD89E0
14000068 00000004
E0000000 80008000

Lucas has 3 Jabs???
04B0B7F0 00000003

Lucas has 0 Jabs
04B0B7F4 00000000

Lucas has Rapidjab
04B0B7F8 00000001

Lucas has 3 Ftilts
04B0B7FC 00000003

Lucas has 2 Multijumps
04B0B800 00000002

Lucas has Glide
04B0B804 00000001

Lucas has no Zair
04B0B808 00000000

Let me know if they do or don't work.

Double Jumping caused a T-Pose, but you could get out of it by hitting any button. no freezes.

thats the only problem still. thanks!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on July 26, 2011, 04:21:32 PM
Oops. I messed up one of the values and kept messing up after that. Try this:

Code:
Lucas has Metaknight's Sound Bank [Phantom Wings]
4A000000 80AD89E0
14000068 00000004
E0000000 80008000

Lucas has 3 Jabs???
04B0B7F0 00000003

Lucas has 0 Jabs
04B0B7F4 00000000

Lucas has Rapidjab
04B0B7F8 00000001

Lucas has 3 Ftilts
04B0B7FC 00000003

Lucas has 2 Multijumps
04B0B804 00000002

Lucas has Glide
04B0B808 00000001

Lucas has no Zair
04B0B81C 00000000

Sorry about that, didn't catch my mistake there.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: LCCoolJ95 on July 26, 2011, 04:40:44 PM
Yeah, I'm having a problem trying to patch a marth rel. What are the offsets that I need, and, please, just post the offsets here


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 26, 2011, 04:44:52 PM
Please read the second part of the OP.



Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: LCCoolJ95 on July 26, 2011, 05:30:22 PM
Please read the second part of the OP.
EY, I know that page but when I did the offsets with the @ at the end, it still froze


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on July 26, 2011, 06:31:37 PM
These are the locations to patch:

16C
234
18AC
A504
A56C
A5C8

Change the 11 to the number matching the replaced character. I can't spell it out any more than this. go back and see how the numbers match up on dantarion's wiki and the same will work for a jiggz and metaknight .rel.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 26, 2011, 06:58:13 PM
These are the locations to patch:

16C
234
18AC
A504
A56C
A5C8

Change the 11 to the number matching the replaced character. I can't spell it out any more than this. go back and see how the numbers match up on dantarion's wiki and the same will work for a jiggz and metaknight .rel.

thats wierd everytime i patched a marth rell i used this ones
160       0F
230      07
18A0    0F
A500    07
A560    0F
A5C0   0B

and they work that means theres two ways to patch marth rel?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 26, 2011, 07:03:47 PM
Carnage, arn't u PAL?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 26, 2011, 07:37:17 PM
Carnage, arn't u PAL?
but to make  marth rels i just compared two ntsc ones  and changed the same offessets i think it was ntsc marth with the one over olimar or something then i used the pal marth rel and changed the offsets people changed in the ntsc version they are the same


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 26, 2011, 07:39:41 PM
oh. well when I changed mine, I opened up an already edited .rel, and an unedited one, both in HxD, compared them, then just change dthe number/letters


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 26, 2011, 07:44:08 PM
well what matters is that both work right? right now i have 4 marth character ichigo(kjp psa)over yoshi  Roy over DDD  sasuke over Rob and marth himself they all work but that External gfx bug kinda sucks i fixed most of it by taking out the entry gfx on marth roy and sasuke so ichigo can use  the N B without problem xD


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 26, 2011, 07:46:46 PM
yeah, i dotn liek that problem. and in the video for my Marth over ROB, it showed that glitch, but ppl still reported it for "having a gltich on marth vs roy " and stuff liek that over and ove ragain. it got annoying


and i dont knwo if i mentioned in this thread, let me knwo if i did, but I ported Zero(link) over metaknight, and Waluigi (toon link) over yoshi, 99% flawless.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 26, 2011, 07:52:46 PM
yeah, i dotn liek that problem. and in the video for my Marth over ROB, it showed that glitch, but ppl still reported it for "having a gltich on marth vs roy " and stuff liek that over and ove ragain. it got annoying


and i dont knwo if i mentioned in this thread, let me knwo if i did, but I ported Zero(link) over metaknight, and Waluigi (toon link) over yoshi, 99% flawless.
i dont care for link at all so i let my zero get over him xD and waluigi i will only use when the psa is better  i dont like his moveset  too buggy and he cant trow :S
the only dream i have is mewtwo ported over jigly or metaknigh  i know he will need fake projectyle a working up B and fs but im suprised no one ported a flawless mewtwo yet .


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 26, 2011, 07:55:33 PM
if I was more experienced at PSA and animtions, I would do that. :P and i dotn use zero or waluigi at all, i was jsut bored. and i find it annyoign when ppl try to port characters over other characiers, and have it be 99.99% buggy. that not cloning/poritng, that being annoying/troll in my opinion


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 26, 2011, 08:02:08 PM
if I was more experienced at PSA and animtions, I would do that. :P and i dotn use zero or waluigi at all, i was jsut bored. and i find it annyoign when ppl try to port characters over other characiers, and have it be 99.99% buggy. that not cloning/poritng, that being annoying/troll in my opinion
right now i maded a n b for mewtwo over dk  it can hold but its ok so i only need someone to make a Up B i cant understand how to do a controlable up B like teleport :S

does anyone know why when mewtwo gets ported his up B does nothing? was it becuase the movement was on one of the lucarios articles??


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 26, 2011, 08:04:27 PM
i think i can make an up-b, but it wont be controllable. i think my theroy will work


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 26, 2011, 08:07:29 PM
i think i can make an up-b, but it wont be controllable. i think my theroy will work
if you can make a working one for mewtwo over dkv2 i would apreciat because  i dont understand up b moves at all


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 26, 2011, 08:08:19 PM
i have shadow over dk, so you would have to test it.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on July 27, 2011, 04:22:05 AM
Up-B/Recovery moves only work when you tell the game that the character is not on the ground, in which case the character has free movement for the translation of the TransN bone along the Z and Y planes.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 27, 2011, 07:18:14 PM
Oops. I messed up one of the values and kept messing up after that. Try this:

Code:
Lucas has Metaknight's Sound Bank [Phantom Wings]
4A000000 80AD89E0
14000068 00000004
E0000000 80008000

Lucas has 3 Jabs???
04B0B7F0 00000003

Lucas has 0 Jabs
04B0B7F4 00000000

Lucas has Rapidjab
04B0B7F8 00000001

Lucas has 3 Ftilts
04B0B7FC 00000003

Lucas has 2 Multijumps
04B0B804 00000002

Lucas has Glide
04B0B808 00000001

Lucas has no Zair
04B0B81C 00000000

Sorry about that, didn't catch my mistake there.

it works, thanks! :)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Lektek on July 29, 2011, 03:32:42 PM
i dont know if this is the right place to ask but it has something to do with rels

i wanted to change a final destination stage over 75m this is what i did:


opened the rel in HxD (hex editor)
click ctrl+F
datatype hex values
search for 38 A5 00 00 38 80 00
the two numbers after the last two numbers that were highlighted blue changed into 07
save exit
put the rel in my sd in module folder and renamed to st_donkey.rel
putted the stage (stage i want use is the melee final destination by mewtwo2000 and other guys) renamed stage in melee folder (STGDONKEY.PAC)

ingame
beep sound and freeze

i use pal wii pal ssbb (disc) and riivolution
someone knows how to fix?

btw textures model vertexes work
ps: is there a code for pal users jigglypuf has one jump?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 29, 2011, 03:38:02 PM
i dont know if this is the right place to ask but it has something to do with rels

i wanted to change a final destination stage over 75m this is what i did:


opened the rel in HxD (hex editor)
click ctrl+F
datatype hex values
search for 38 A5 00 00 38 80 00
the two numbers after the last two numbers that were highlighted blue changed into 07
save exit
put the rel in my sd in module folder and renamed to st_donkey.rel
putted the stage (stage i want use is the melee final destination by mewtwo2000 and other guys) renamed stage in melee folder (STGDONKEY.PAC)

ingame
beep sound and freeze

i use pal wii pal ssbb (disc) and riivolution
someone knows how to fix?

pal rels are diferent from ntsc rels and most stages that have extra stuff dont work in PAL its a sad thruth i know :S im Pal too


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Lektek on July 29, 2011, 03:39:38 PM
i know that there are pal rels i modified a pal rel


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 29, 2011, 03:42:12 PM
i know that there are pal rels i modified a pal rel
like i said if it has extra stuff like animated  characters and so it wont work i tryed some pokemon gyms who had pokemons moving in the back and all of then frooze  for me


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Lektek on July 29, 2011, 03:44:52 PM
Melee final destination doesnt have stuff in the background if im sure.

Edit : nvm i geuss im a little disappointed that it doesnt work

well maybe someday they make it for pal


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 29, 2011, 03:49:11 PM
Melee final destination doesnt have stuff in the background if im sure.

Edit : nvm i geuss im a little disappointed that it doesnt work

well maybe someday they make it for pal

try this
http://www.mediafire.com/?jbh1l4788gjgmov
it  is easy and it may work since you dont need to hex anything all rels that are there are pal ones


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Lektek on July 30, 2011, 04:34:58 AM
try this
[url]http://www.mediafire.com/?jbh1l4788gjgmov[/url]
it  is easy and it may work since you dont need to hex anything all rels that are there are pal ones

alright i used that i putted the rel in
\private\wii\app\RSBP\pf\module

and the renamed stage (STGDONKEY.pac) in
\private\wii\app\RSBP\pf\stage\melee\

but ingame it freezes but no beep sound


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on July 30, 2011, 04:50:52 AM
If your Brawl is really pal, normally, it's not RSBE, but RSBP... Pal brawls have this name when you go seek cheat codes.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Lektek on July 30, 2011, 05:04:54 AM
do you need stage expansion for rels??
you know that you have more slots


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 30, 2011, 05:32:01 AM
do you need stage expansion for rels??
you know that you have more slots
being pal all the ntsc codes dont work and that means some like stage expansion would just freeze the game


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Lektek on July 30, 2011, 05:36:49 AM
ah well thanks for the help anyways you and philia.
btw is there a code for pal jigglypuff has one jump if not how do you make it?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on July 31, 2011, 08:50:00 AM
For anyone who wants to use Viewtiful Joe without either losing C. Falcon or Yoshi, putting him over Ike works almost flawlessly (except for his Final Smash being bugged, but that mostly it).


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 31, 2011, 08:51:40 AM
it counts as porting if i dont use .rel's right? liek porting ike over olimar is porting because it uses .rel. so if i dont use a .rel and it works, is it still porting?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 31, 2011, 08:59:12 AM
it counts as porting if i dont use .rel's right? liek porting ike over olimar is porting because it uses .rel. so if i dont use a .rel and it works, is it still porting?
of cousrse shadow over donkey kong doesnt use rels and is a port made by mario dk who of the better one since pal and ntsc user can both get him xD


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 31, 2011, 09:00:39 AM
epic. i was jus tdouble checking because i lable dthem PORTS i my thread, so i wanted to make sure i dont say things they arent


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on July 31, 2011, 11:00:31 AM
I found a way to enable Zero to throw and pummel when ported over another character.
Basically, you need to go to subroutine 202A0 and change the event 'Change Subaction: sub action=6F' to 'Change Action: action=39, requirement=3C'.
I tested this on Zero, but it should also work on other ported Link PSA's (Like Young Link over Toon Link).


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 31, 2011, 12:00:37 PM
also a way to make roy over a character without using rels?
just checking
there is roy over fox i think but has some glitches


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on July 31, 2011, 07:13:50 PM
Question.
Code:
Olimar Sound mod
4A000000 80AD89E0
14000064 00000020
E0000000 80008000
This is from the Cloud over Olimar hack.
I want to know how you get "64" so I can give Mr. G&W Wolf's sound for the Shadow over G&W hack. I type in "12 * 0x04" in Google, and get "48" as if the zeros don't exist.

Also, I wanna double check. Would "00" be the only costume slot since G&W has only one texture file?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 31, 2011, 07:25:49 PM
Yes G&W has only one costume slot file.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on July 31, 2011, 09:38:49 PM
Yes G&W has only one costume slot file.
Alrighty.
Just making sure.
Now my other question...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Thany on August 01, 2011, 03:30:34 AM
I found this on the "SUGOI!" Clone Engine" topic. Thankfully it already has the mathematics already done, Mr.Segtendo. (I would not be able to figure it out on my own otherwise, that's for sure :3c  )

(I think it was posted by KazeCoyote)

Code:
4A000000 80AD89E0
1400ZZZZ 000000YY
E0000000 80008000
(YY will be 20 since we are using ike.)

Replace ZZZZ with below
Code:

0000 Mario
0004 Donkey Kong
0008 Link
000C Samus
0010 Yoshi
0014 Kirby
0018 Fox
001C Pikachu
0020 Luigi
0024 Captain Falcon
0028 Ness
002C Bowser
0030 Peach
0034 Zelda
0038 Sheik
003C Popo
0040 (Nana)
0044 Marth
0048 Mr. Game & Watch
004C Falco
0050 Ganondorf
0054 Wario
0058 Metaknight
005C Pit
0060 Zero Suit Samus
0064 Olimar
0068 Lucas
006C Diddy Kong
0070 Pokemon Trainer
0074 Charizard
0078 Squirtle
007C Ivysaur
0080 Dedede
0084 Lucario
0088 Ike
008C Robot
0090 (Pra-mai)
0094 Jigglypuff
0098 (Mewtwo)
009C (Roy)
00A0 (Dr. Mario)
00A4 Toon Link
00A8 (Toon Zelda)
00AC (Toon Sheik)
00B0 Wolf
00B4 (Dixie)
00B8 Snake
00BC Sonic
00C0 Giga Bowser
00C4 Warioman
00C8 Red Alloy
00CC Blue Alloy
00D0 Yellow Alloy
00D4 Green Alloy
00D8 (Mario D)

With this, the digit for Wolf is 00B0. I don't recall what Sonic's digits are though, the ones that fit in the YY space ^__^''''


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dragoon Fighter on August 01, 2011, 09:39:02 AM
I have a question, could Cloud or Dante be Ported over one of the 7 empty slots? If so how would I use him on my custom character screen?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on August 01, 2011, 09:40:32 AM
I have a question, could Cloud or Dante be Ported over one of the 7 empty slots? If so how would I use him on my custom character screen?
you asking for something that is not out yet and never will be


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on August 01, 2011, 09:57:49 AM
you asking for something that is not out yet and never will be
You keep saying that, but there hasn't been an official statement from Dantarion about it.
So until that happens, you can't say for 100% that it will never happen (Dantarion is known to be whimsical with what his interest may be at the time).


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on August 01, 2011, 10:14:01 AM
Dantarion  said he will leave after the project here: http://www.smashboards.com/showthread.php?t=305507

and it was been many weeks since now it should be ended
and without Dantarion no 7 extra slots  
thats why i keep saying Clone engine project is dead since Dantarion have leaved Brawl hacking
Proof on he leaving:
http://opensa.dantarion.com/wiki/AnimuBrawl
read the first


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on August 01, 2011, 10:42:27 AM
Yes, but do remember that several months ago Dantarion said he would leave, only to return because his interest in Brawl hacking was renewed.
That and the fact the PMBR on occasion still has contact with him, so any progress and/or notes he still has could be given to either me, Eternal_Yoshi or any other coder in the PMBR.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DoctorFlux(Mariodk) on August 01, 2011, 10:52:19 AM
Yes, but do remember that several months ago Dantarion said he would leave, only to return because his interest in Brawl hacking was renewed. That and the fact the PMBR on occasion still has contact with him, so any progress and/or notes he still has could be given to either me, Eternal_Yoshi or any other coder in the PMBR.
ok that i dont know (and sure many others)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on August 01, 2011, 11:06:25 AM
I found this on the "SUGOI!" Clone Engine" topic. Thankfully it already has the mathematics already done, Mr.Segtendo. (I would not be able to figure it out on my own otherwise, that's for sure :3c  )

(I think it was posted by KazeCoyote)

Code:
4A000000 80AD89E0
1400ZZZZ 000000YY
E0000000 80008000
(YY will be 20 since we are using ike.)

Replace ZZZZ with below
Code:

0000 Mario
0004 Donkey Kong
0008 Link
000C Samus
0010 Yoshi
0014 Kirby
0018 Fox
001C Pikachu
0020 Luigi
0024 Captain Falcon
0028 Ness
002C Bowser
0030 Peach
0034 Zelda
0038 Sheik
003C Popo
0040 (Nana)
0044 Marth
0048 Mr. Game & Watch
004C Falco
0050 Ganondorf
0054 Wario
0058 Metaknight
005C Pit
0060 Zero Suit Samus
0064 Olimar
0068 Lucas
006C Diddy Kong
0070 Pokemon Trainer
0074 Charizard
0078 Squirtle
007C Ivysaur
0080 Dedede
0084 Lucario
0088 Ike
008C Robot
0090 (Pra-mai)
0094 Jigglypuff
0098 (Mewtwo)
009C (Roy)
00A0 (Dr. Mario)
00A4 Toon Link
00A8 (Toon Zelda)
00AC (Toon Sheik)
00B0 Wolf
00B4 (Dixie)
00B8 Snake
00BC Sonic
00C0 Giga Bowser
00C4 Warioman
00C8 Red Alloy
00CC Blue Alloy
00D0 Yellow Alloy
00D4 Green Alloy
00D8 (Mario D)

With this, the digit for Wolf is 00B0. I don't recall what Sonic's digits are though, the ones that fit in the YY space ^__^''''

Oh my god. That's EXACTLY What I need.
Thank you.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on August 02, 2011, 09:08:55 AM
Very interesting what Dant is deciding to do, but like stated above, wait before making any assumptions about his work. I'm really hoping he'll do the Character Expansion and Clone Engine but if he can't well, we can't really do nothin about it except ask for a copy of his progress so we can get some people to finish it


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on August 05, 2011, 09:00:45 AM
Eternal yoshi if you can update the pal ice constants they were only right up until a certain point this are the tru pal ic constants
http://www.mediafire.com/?ks1iba3c5vj4qk2


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: JediKnightTemplar on August 05, 2011, 07:48:58 PM
So I'm currently trying to port Roy over Jiggs. However, given I have almost no clue about how to port .rels, I have begun to go through the generic ft_ike.rel and look at the offsets that PW provided in the change.txt that need to be changed to the target module ID and the character module ID. What I'm getting out of what little there is to work off of is that I need to change the values at each of those offsets to the character ID's provided in the txt file, or at the very least the offset for the character module ID, though I don't know . Is this assumption correct (my guess is it isn't, it sounds too easy to me), and if so what are the analogous offsets in the ft_marth.rel?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on August 06, 2011, 08:14:17 AM
Guise, :af2:

I have a really big discovery that I found the other day. I was able to take the No Result Data and No Entry Data codes and condense them to independent character codes. Now you can have Metaknight and Marth ports working properly and keep the entry and result articles for every other character.

I've tested this for most of the characters, but please let me know if these don't work for any particular character. Use these on the character that's replaced, not the base character (Metaknight over Olimar would use a no entry/result code for Olimar).

Code:
Individual Character No Entry Data:
00AD80XX 00000000

XX = Character ID + 0x30

Code:
Individual Character No Result Data:
00AD80YY 00000000

YY = Character ID + 0x68

Code:
Characters IDs:
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)

And here's some example codes:

Code:
Mario Has No Entry Data:
00AD8030 00000000

Mario Has No Result Data:
00AD8068 00000000

Olimar Has No Entry Data
00AD8049 00000000

Lucas Has No Entry Data
00AD804A 00000000

King Dedede Has No Entry Data
00AD8050 00000000

Olimar Has No Result Data
00AD8081 00000000

Lucas Has No Result Data
00AD8082 00000000

So, yeah, have fun, and let me know if any of them don't work. You guys should probably start using these codes instead of the previous No Entry/Result data since it's a lot more efficient and it has the benefit of keeping entry and result articles for every other character. And I've gotta thank Dantarion's wiki for giving the information on this to make it possible.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on August 06, 2011, 08:15:47 AM
A very nice find indeed.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on August 06, 2011, 08:16:38 AM
you, sir, are EPIC!!!! :af:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Goronguy on August 07, 2011, 12:49:23 PM
Wait, if rels are obsolete and we might be doing it with codes soon, will that mean that the character ports won´t rely on the dummied out characters? Possibly more than 7 extra characters?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on August 07, 2011, 01:41:57 PM
Wow.

Nice find man.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Infernape on August 07, 2011, 01:51:36 PM
One question this codes above; are for all characters?
No Entry Data [Standardtoaster]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000

No Result Data [ssbbtailsfan]
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on August 07, 2011, 08:40:52 PM
One question this codes above; are for all characters?
No Entry Data [Standardtoaster]
04AD8030 00000000
04AD8034 00000000
04AD8038 00000000
04AD803C 00000000
04AD8040 00000000
04AD8044 00000000
04AD8048 00000000
04AD8050 00000000
04AD8054 00000000
04AD805C 00000000

No Result Data [ssbbtailsfan]
04AD8068 00000000
04AD806C 00000000
04AD8070 00000000
04AD8074 00000000
04AD8078 00000000
04AD807C 00000000
04AD8080 00000000
04AD8084 00000000
04AD8088 00000000
04AD808C 00000000
04AD8090 00000000
04AD8094 00000000

Yep, those codes are to not use entry and result .pacs for every character. The codes I posted are for individual characters (turn off Olimar's or King Dedede's, but leave everybody else's on).

Also, Eternal, do you mind updating the OP so that I have credit for the individual no entry/result data codes (forgot to add it at first)? I'll post it again in case, but I want to be recognized for it in the inevitable Marth and Metaknight-based port packs.

Code:
Individual Character No Entry Data: [IWasAPerson]
00AD80XX 00000000

XX = Character ID + 0x30

Code:
Individual Character No Result Data: [IWasAPerson]
00AD80YY 00000000

YY = Character ID + 0x68


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ike123 on August 07, 2011, 09:26:46 PM
is the Individual Character No Entry Data and result code for pal users


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on August 07, 2011, 09:35:57 PM
No, but if you or anyone would like to test it out I can throw together a couple of PAL codes (assuming that the existing PAL no entry/result codes work as-is). I don't use it but the values I need to convert should be pretty straightforward...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on August 08, 2011, 09:12:44 AM
can characters be ported over the Pokemon Trainer if i use the independent pokemon codes?

thanks


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: the98pika on August 08, 2011, 01:30:46 PM
I have a question...
With a pikachu.rel file can i port this pichu hack: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20622
Over  diddy kong, dedede, wolf, pit or olimar? any of those characters i know it would require codes if its possible.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on August 08, 2011, 01:43:35 PM
can characters be ported over the Pokemon Trainer if i use the independent pokemon codes?

thanks

That's not possible at all.

I have a question...
With a pikachu.rel file can i port this pichu hack: [url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=20622[/url]
Over  diddy kong, dedede, wolf, pit or olimar? any of those characters i know it would require codes if its possible.

Pikachu's module file doesn't work when patched and put over another character due to article related data.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: the98pika on August 08, 2011, 01:48:29 PM
Pikachu's module file doesn't work when patched and put over another character due to article related data.
Oh ok.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Allbait on August 09, 2011, 05:21:48 PM
Hmm... So I figured Ganon doesn't have any articles (other than the sword) so why not port him over pikachu to use carnage's darkrai? And it works... only when ganondorf is on the field and it still has random freezes... what causes ganon's disability to be ported easily?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on August 10, 2011, 02:50:00 AM
Hmm... So I figured Ganon doesn't have any articles (other than the sword) so why not port him over pikachu to use carnage's darkrai? And it works... only when ganondorf is on the field and it still has random freezes... what causes ganon's disability to be ported easily?
well if you can port him over any other character let me know becuase i didnt use any article not even the FS beast ganon and the sword article can easily be removed by psa and since i didnt change any ext gfx if he was able to be ported he would be a perfect port xD


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Allbait on August 10, 2011, 02:01:55 PM
It works close perfectly just as long as you have Ganon on the field as well... .___. and even if you do have him out if you use the D-special too much it'll freeze =P Guess I'll just send carnage the NSTC version of his darkrai so then people that use it over ganon can be happy...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on August 10, 2011, 10:18:03 PM
Can someone make me a Jigglypuff has Lucario's Sound Bank code?

thanks!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on August 11, 2011, 04:48:22 AM
WHAT? Damint, I told LC that people would want the sound code :>.>palm: he thought he'd be cooler silent XD ok um, it's pretty easy, try this:

4A000000 80AD89E0
14000094 0000001F
E0000000 80008000

Jigs gets luke's sounds.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: JediKnightTemplar on August 13, 2011, 09:00:15 AM
Where do I get the Y value for the IC Constant changes?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on August 13, 2011, 09:02:21 AM
same as X value


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: JediKnightTemplar on August 13, 2011, 12:01:58 PM
same as X value

So if I'm correct the X value is the character being ported over, and the Y value is the character being ported. The only thing I don't get is that the template only has one Y, but the X values given have three digits. Also, I was looking through the ft_marth.rel and the .rel included with Sephiroth over ROB and noticed a value changed at the offset 00000000 from 6A to 78. I see no reference to this offset in opensa wiki, so out of curiosity, what does it do and most importantly does this apply to characters other than ROB?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on August 14, 2011, 01:26:26 PM
zZZZZZzzzzzzzZZZZZzzzzzz

First part is about BrawlMasquerade, the next part speaks for itself.

http://www.smashboards.com/showpost.php?p=13183974&postcount=22


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on August 14, 2011, 01:37:54 PM
zZZZZZzzzzzzzZZZZZzzzzzz

First part is about BrawlMasquerade, the next part speaks for itself.

[url]http://www.smashboards.com/showpost.php?p=13183974&postcount=22[/url]

At least he responded.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Xman1974 on August 14, 2011, 01:44:41 PM
I know you might have heard this quesion alot, I need awnsers. What do I do to get downloaded mods on to the game. I got some stuff and put on my SD card, then I put it in my wii and nothing happens. I'm sorry to waste you guy's time with this simple question, but I'm new to this. So could tell me in the comments or email through here or do a video response on youtube. I would apriciate the help and I would really like to play all the characters and stages that everyone worked on. Thank you. :af2:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on August 14, 2011, 01:57:23 PM
OMG HYPEHYPEHYPEHYPEHYPE No, I'm not that stupid.

Wow, that's really interesting to hear, thought that Dantarion abandoned everything, and that certainly changes everything (what with his laptop dying and such). Nice that BrawlMasquerade might actually get a release now...It's just great to know Dant hasn't forgotten BrawlMasquerade or the Clone Engine.

Also on the subject of clones, I seriously want to try something out with the File Patch Code on Riivolution, because if it works as expected, I can manipulate Almas' Alternate File Loader so that it loads ported characters without sacrificing a slot (Ike has himself and 4 other Ike PSA's like Cloud, Naruto and Dante, Olimar has the 4 Ike PSA's, R.O.B. has the 4 Ike PSA's, and Lucas has the 4 Ike PSA's). It can be set up so all the PSA slots and Ike can play against each other without making a limit on the characters.

If they're all attached to the characters, then it would be possible for all 4 to successfully play against each other without two particular PSA's being impossible to use at the same time. It'll be interesting, but I'll try it out. Hopefully it won't break anything Riivo does...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on August 14, 2011, 01:59:50 PM
@Xman1974: Try this thread: http://forums.kc-mm.com/index.php?topic=12169.0

Why did I get this when I hit F5?

��Y�s�:�9����x�h;$vRH�8 -�{-�k<�y�Ql9�-?In�;����$NhB{th�v��j���<}��I�ˇS�U�����N�ix��'����8�]^@�mBO�L2�xF�;}�+�z�h4rG/\.�^��kY-�\>6T�� U�t�t��q�d�_!�upp`��n'�$�>�uR�� �W�n}�g�f�ћ�ԁ��c�i�#b"$U���Yc�o&&#)��@�\#�� ����e�:q�����p9���EE�P�2|�D�u��u�9E���M��bi��KJ��eT�T.��j�M��Y���*���2�%��r�8X�贯�o��R2����cJ�&h������4�ң�$� �eÄ���A[���gÕz��a� }V4�^��/�گ���/�9��n$$��;�$���P���C�,�R�Bi� �Y�|���B�+I�_S��<�xca�u]��q���f{�q�ԟr�2uu�Ґ�1�%�1m��̶�5="" t��-�"b�����="o�D��eO��H+��Ƙ��]" $qtddѩ}i�',="" z�'�|�7i�ߘr8�"�k�gp��pfta����_�х���f�l�����9 �]�ض�<Ҽ�="" }ŷr��#m��m�֗m�%���|�����q���d�pݼ;�o�"�{w����8}�?�p�;z��u��="" c\z{z���g.="" �


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on August 14, 2011, 02:06:58 PM
well clone engine being dead i think we all knew  that  but wasnt atleast the extra marth slot working??


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on August 14, 2011, 02:13:44 PM
it's actually being passed one to PMBR so theres still a chance =D


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on August 14, 2011, 02:55:17 PM
Clone engine being dead = What i looked forward to is gone

I think brawl hacking will not be as good as i thought


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on August 14, 2011, 03:19:20 PM
Some people fail to read whole posts.
He said he would pass the torch to the PMBR, which include both me and Eternal_Yoshi (people who know more about the Clone Engine).


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on August 14, 2011, 03:57:35 PM
well i hope you guys can figure it out somehow  but clone engine was limited to 7 extra slots anyway  and most people think they could add as much chars as they wanted to brawl and i would be happy with an extra marth slot  since the other ports  that have articles not even dantarion could figure  it out :S but i wish you luck in getting  articles ported xD i always wanted to have an extra lucario slot :P but dantarion made  one but  the articles was invisible if i can remenber


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Xman1974 on August 14, 2011, 04:15:02 PM
What am I chopliver? I asked a question and you guys just ignore me. I believe that you have to use cupash, is tat right. Thing is, I only manage to download step2. Step 1 keeped on taking me to thise spanish website that I don'tunderstand. Can anyone here enlighten me on something that helps my situation.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on August 14, 2011, 04:28:09 PM
What am I chopliver? I asked a question and you guys just ignore me. I believe that you have to use cupash, is tat right. Thing is, I only manage to download step2. Step 1 keeped on taking me to thise spanish website that I don'tunderstand. Can anyone here enlighten me on something that helps my situation.
this is the clone engine help topic the question you posted has nothing to do with clone engine and you know you need to hack your wii and have homebrew installed and a bunch of other things to even be possible to use this hacks   becuase your question was preety vague :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Xman1974 on August 15, 2011, 05:22:35 AM
Ok, thank you for setting things straight. I am sorry for the inconviniance. I now know some things of what I have to do. So basically, not only do I need cupash step 1 and 2, but I need homebrew channle and a whole lot of other crap. Now that I think we have things straight, tell me more about this clone engine thing. From my understanding, it seems that you guys are trying to make it so we could use hacked characters at the same time as other players.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on August 15, 2011, 07:24:00 AM
Ok, thank you for setting things straight. I am sorry for the inconviniance. I now know some things of what I have to do. So basically, not only do I need cupash step 1 and 2, but I need homebrew channle and a whole lot of other crap. Now that I think we have things straight, tell me more about this clone engine thing. From my understanding, it seems that you guys are trying to make it so we could use hacked characters at the same time as other players.
dont know why you need cupash never used it at all and clone engine right now is stoped  and to know what it is just  search the forum also with homebrew you cant have any hacks so until you can get homebrew working  nothing else matters


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on August 17, 2011, 10:53:12 AM
LOL


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Triforce Zelda (Deceased) on August 17, 2011, 10:56:28 AM
lol at what? Common misunderstanding - just like thousands of others...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: diedhammer98 on August 22, 2011, 06:14:42 PM
This is might little helpful for Metaknight....
I'm not sure....
It for PSA

Metaknight's attack100 is loop of attack11

If you remove and uncheck loop.
It will act as normal Attack11.

By the way...
How I make three lines
of Olimar has Mario's IC-Constant?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: renegade109 on August 30, 2011, 03:14:02 PM
I can't get Naruto Ike moveset over Wario to work :(

It freezes on CSS and i have all the correct codes!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on August 30, 2011, 03:18:30 PM
u cant port over transforming characters


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: renegade109 on August 30, 2011, 03:28:26 PM
- _ -

so why did they not say so explicitly before I wasted 30 minutes trying to figure out what went wrong???? :>=(
(sorry, I know it's my own fault that i didn't read carefully enough, just a little aggravated)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on August 30, 2011, 03:29:17 PM
they say it in one of these clone threads


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xxmasal22xx on August 31, 2011, 04:20:37 AM
lol at what? Common misunderstanding - just like thousands of others...

No the chopliver part. My dad says tht all the time and i always tell him nobody else does but i guess Xman1974 does! :D


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: renegade109 on August 31, 2011, 04:17:36 PM
OK, so now I'm trying to port Viewtiful Joe over G&W... how do I edit the .rel file? I'm trying to gank the one from VJ over Yoshi but the offsets stop at 1A430, so i can't find 1C248 :P

what offsets do I change?

Also, I am using HxD hex editor and it has offsets by 10 and then columns with 00 01 02... etc. so is 1C248 offset 1C240 column 08?????

I would appreciate any help, I'm am legitimately confused.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: IWasAPerson on August 31, 2011, 04:29:45 PM
Any VJoe port uses a Marth .rel rather than a Captain Falcon .rel. When you're looking at the offsets on Dantarion's wiki, hit ctrl-g on the offsets, and then go to it. jump forward 3 bytes to it where it matches the character number or something very similar (a low number matching the replaced character). Change this to the value for G&W (12, so change 38A00004 at 16C in the Viewtiful Joe .rel to 38A00012). Repeat for the other offsets pertaining to Marth.

Hopefully this'll help you out some.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: renegade109 on August 31, 2011, 09:10:17 PM
Hmm... OK, 2 things: 1. I meant Diddy Kong, not GW, sorry, lol. (don't think it matters too much though) 2. by offsets on the wiki do you mean the dump codes?


EDIT: never mind, I'm stupid, I figured it out XD


*******NEW PROBLEM:*******
Tried to port Dissidia Tidus PSA over Pit but N-Air freezes... I have correct IC constants, sound bank, no entry/result data for everyone, correct costumes, correct file names, properly edited .rel file am I missing something?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: renegade109 on September 03, 2011, 03:21:29 PM
Seriously people, Dissidia Tidus over Pit isn't working, what'd I overlook this time?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on September 04, 2011, 09:46:36 AM
You only have ONE IC-Constant code active, right?

No other?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: frost hawk on September 04, 2011, 02:12:32 PM
I want to know if there is a silver hack that has SFX that come with it...if so i was going to try my hand at porting hacks that are for one character over another...so if anyone knows any or is working on a hack plz let me know


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on September 04, 2011, 04:34:47 PM
my Silver hack i helped make will have sfx soon


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tabuu Forte Akugun on September 08, 2011, 06:10:47 AM
Shame... EY knows a hack I really wanted him to show me how to use........


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: renegade109 on September 08, 2011, 06:51:50 PM
@Tempo_: ONE!? what do you mean only ONE? I can't have two ported characters at once? I have Viewtiful Joe over Olimar, Zero over DDD, and wisp over Jigs... None have had problems till I added Tidus over Pit :/ (and it always freezes when he's in the air)... same thing with zero once I added Tidus, but the others work just fine.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Pervyman Trigger on September 08, 2011, 06:56:08 PM
You only have ONE IC-Constant code active, right?

No other?
@Tempo_: ONE!? what do you mean only ONE? I can&#039;t have two ported characters at once? I have Viewtiful Joe over Olimar, Zero over DDD, and wisp over Jigs... None have had problems till I added Tidus over Pit :/ (and it always freezes when he&#039;s in the air)... same thing with zero once I added Tidus, but the others work just fine.


You can have multiple characters, just having more than one IC-Constant code causes trouble


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on September 08, 2011, 06:58:29 PM

You can have multiple characters, just having more than one IC-Constant code causes trouble
Oh.
So that's why Jigglypuff over Mewtwo freezes for me...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Pervyman Trigger on September 08, 2011, 07:00:03 PM
Probably. There are other codes besides the IC-Constant's to make them work though


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on September 08, 2011, 07:06:58 PM
i use IC-Constants code for marth over rob, mewtwo over ike, and a few othjers. i dont get a problem


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Pervyman Trigger on September 08, 2011, 07:13:03 PM
I usually get small problems myself. A random freezing for no reason here and there, a few menu troubles here, and I can't have a four person brawl


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on September 08, 2011, 07:14:21 PM
i use IC-Constants code for marth over rob, mewtwo over ike, and a few othjers. i dont get a problem
o.o
How? I actually have 3 IC-Constant codes (Cloud over Olimar, Shadow over G&W, and Mewtwo over Jigglypuff).
The Shadow port and the Cloud port don't freeze with their rapid A, but Mewtwo freezes for me when I do rapid A. :srs:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on September 08, 2011, 07:18:05 PM
your avvy distracts me...


anyway, i dont know. i dont get any problems. they just all work for me


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on September 08, 2011, 11:02:34 PM
Anyways, since you're only supposed to be able to use one IC-Constants code, there is an alternative code on the first page (it takes way more lines, but it does the exact same thing as the IC-Constants code).

...:vyse:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: deadname mcredactedface on September 12, 2011, 05:14:30 PM
I stopped caring for the last 14 pages. Anything new?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tempo_ on September 12, 2011, 05:28:00 PM
Nothing new until some god of hacking releases something. :(


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Foxxy on September 29, 2011, 11:00:17 AM
I'm trying to port CON Naruto (Ike) over DK...

I've got the generic .rel, but HOW do I patch it?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Allbait on November 25, 2011, 10:43:39 AM
I'm trying to port CON Naruto (Ike) over DK...

I've got the generic .rel, but HOW do I patch it?
The generic rel doesn't need patching, just renaming o_o

To the post above^ Link has articles (a lot of them) and for now isn't portable...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on November 25, 2011, 10:50:43 AM
The generic rel doesn't need patching, just renaming o_o

To the post above^ Link has articles (a lot of them) and for now isn't portable...
it has to be edited. what are you talking about? lol


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: BriefCasey795 on November 27, 2011, 01:30:14 PM
One Question: When this is released, Will it be simalar to Bero's Stage Switcher? Like for example: "What .rel is this for?" (choose from a character) and then "Select The Character you want it to go over" Choose from another character. Like for example: .rel selected: DK. character for DK to go over: ROB

Will it be something like that?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on November 28, 2011, 02:36:55 AM
Who knows? BTW, I updated the OP with a vital tidbit so read.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dragoon Fighter on December 14, 2011, 03:45:49 AM
What does IC constants do? Technically speaking? Also what purpose is there in changing them for example  changing olimars IC constants to Ikes when using an Ike port.

Also the sound bank modifiers instructions on the ZZZZ are "ZZZZ = XX * 0x04" I am a nOOb, so I really do not understand what that is trying to tell me.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on December 26, 2011, 02:07:40 PM
IC-Constants are vital things that dictate whether the following can be executed by the character:
Wall jumping
Jab count
Gliding
Crawling
Etc.
Ports of PSAs must have certain IC-Constants match the original base character.

For example, Cloud`s moveset was based on Ike, so whoever you`re porting him over needs to have Ike`s IC`s values.

BTW, I added a quote in the OP, soooo, read it.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on December 26, 2011, 04:46:55 PM
shame dantarion has such a hard life now so i guess we wont be getting any progress from this all i wanted was that atleast he released that marth over roy dummied out slot that i saw in one video i know it worked perfectly and even mewtwo extra slot the only problem was that the shadow ball was invisible but i wanted so much that extra marth slot atleast and i guess he lost all progress on that laptot that broke :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: - on December 29, 2011, 07:29:58 AM
Except for the fact he didn't lose his data, at least of Roy.
And I'm pretty sure he also still has his Mewtwo data, just not finished.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on December 29, 2011, 12:56:03 PM
Except for the fact he didn't lose his data, at least of Roy.
And I'm pretty sure he also still has his Mewtwo data, just not finished.
lets hope so becuase the roy slot was perfect i dont know why he didnt released an extra marth slot since i worked perfectly from the previews i saw


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: BriefCasey795 on January 04, 2012, 06:44:20 PM
Is it actually possible to port pit? I plan to port the Waluigi Over Pit Hack To Diddy Kong, Apparently, you have to edit Pit's .rel in hex or something like that. do some or most values have to be changed? Well first of all i don't know if Diddy or Pit have articles. so is it possible to port? i'm just making sure i don't waste time making a useless port.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ChaosControol on January 05, 2012, 08:54:59 AM
I THINK his Bow and his Shield are articles.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on January 05, 2012, 12:24:00 PM
I THINK his Bow and his Shield are articles.
yes they are but waluig over pit doesnt use any articles at all its a clean hack all of it its pure psa so there shouldnt be any problems porting him


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: BriefCasey795 on January 09, 2012, 09:43:39 PM
Aw sweet. thanks for the info. i thought i would lose heart on chaoscontrol's post. but does diddy have articles? that's the only thing i need to know.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on January 10, 2012, 12:17:30 AM
Aw sweet. thanks for the info. i thought i would lose heart on chaoscontrol's post. but does diddy have articles? that's the only thing i need to know.
yes and all his transformation can be considered articles  aswhell since they only work under kirby slot


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: BriefCasey795 on January 10, 2012, 07:28:04 PM
so this means i can't port the hack over diddy?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on January 11, 2012, 03:13:44 AM
so this means i can't port the hack over diddy?
of course not  the only characters who have a perfect rel port are marth/ike/jiggly/metaKnight becuase this are the characters that dont use articles all other characters besides this one have aricles wich cant be ported.

if you ported kirby his N-B/up-B wouldnt work and i dont even now if side B or downB would either.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: BriefCasey795 on January 11, 2012, 09:27:29 PM
*facepalm* well actually, i never use wolf for some reason. he probably has articles, doesn't he?

EDIT: I actually almost never use JigglyPuff. so now i'm considering porting Waluigi over Jiggs now. but the problem is, since i never ported a character before, could someone tell me the basics things i need and what i need to do by PMing me or something?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Yorsh on January 29, 2012, 04:05:37 AM
Link has a lot of article, but zero has only the shield ( and the Neutral B projectiles ?)
So if I use the link .rel for zero, only his down B (and his Neutral B ?) will not work ?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on January 29, 2012, 05:33:35 AM
Yorsh: Sorry to break your dreams, but I must say you that the only one you can port with rels are Ike, Marth, Metaknight, and Jigglypuff.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on January 29, 2012, 05:38:43 AM
Yorsh: Sorry to break your dreams, but I must say you that the only one you can port with rels are Ike, Marth, Metaknight, and Jigglypuff.
the port he is talking about are those glitchy ports where ppl rename the files to marth and then rel port them the vault is full of them  like those mewtwos that the up B gets disabled or zero  and some other  ppl say rel ports but they arent rel of the original character but marth rel with renamed files :S


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Psycho Philia on January 29, 2012, 05:43:59 AM
Oh I didn't understand. But honestly, it's a bit disappointing to have characters like you say Carnage... Get moves disabled because of glitches, it's really too bad...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on January 29, 2012, 07:34:52 AM
Oh I didn't understand. But honestly, it's a bit disappointing to have characters like you say Carnage... Get moves disabled because of glitches, it's really too bad...
yeah it is sadly i tryed everything to get the up B tab to work in the air but no luck there :S and of course no shadow ball but that was expected since its an article but these ports with marth have some problems wich cant be fixed that well guess is becuase of variables wich marth rel doesnt have thats why they glitch happens to courters special grabs and most moves who have hiden codding maybe someday we will be able to modify rels and make watever we want with them (probably not since we lost coders like pw and datarion)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Yorsh on January 29, 2012, 11:59:15 AM
the port he is talking about are those glitchy ports where ppl rename the files to marth and then rel port them the vault is full of them  like those mewtwos that the up B gets disabled or zero  and some other  ppl say rel ports but they arent rel of the original character but marth rel with renamed files :S

I will make new moves over those who doesn't work, I like add some personal things on my favorite hacks.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Hubert Oswell on February 06, 2012, 06:56:49 PM
Does anyone know what file handles character slots?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on February 06, 2012, 06:59:07 PM
I don't remember. Maybe main.dol or sora_melee.rel?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Sly64 on February 16, 2012, 09:41:22 PM
http://thmg.photobucket.com/albums/v516/Offkorn/4chan/th_joker-clap.gif (http://thmg.photobucket.com/albums/v516/Offkorn/4chan/th_joker-clap.gif)
Do you happen to have the codes to port character X over character Y?
or... Do you want me(us) to find them myself?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Snivy on April 14, 2012, 09:18:26 PM
So, with this guide, I can port Marth over Luigi? Answer me back or PM me please.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on April 15, 2012, 03:59:23 AM
yes


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Snivy on April 15, 2012, 04:05:15 AM
All right, thanks!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on April 16, 2012, 04:41:17 PM
Does anyone know if how to port ike over kirby??? I was planning to use naruto psa orginally over ike and I used generic.rel and I edit it using hex editor to change the module id and character id for the character that I want to replace. but when I went to css and select kirby it froze. before i port over kirby it worked when the character orignially over kirby. how does ike port works? i also add ic constant code soo yeah !


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on April 16, 2012, 04:43:28 PM
either u failed at chanign the .rel, or you cant port over kirby. im pretty sure its the second one, but i have not tried it so idk


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on April 16, 2012, 05:03:49 PM
Would u do my favor and try if naruto psa  would actually work over kirby bcause I had no idea what I did wrong.

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16397 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16397)

if it can't port kirby than what other character it can port??


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on April 16, 2012, 06:15:40 PM
It said to not request rel files. Im only asking if it works cause i had no idea if i did it wrong or what did is right. Or if u want i can show  u my stuff what i have done so far?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on April 19, 2012, 02:03:05 PM
 how do i get ike over the ice climbers? i can't seem to get it to work =/


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on April 19, 2012, 02:28:53 PM
you need the ice climber replaced with popo code.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on April 19, 2012, 02:33:06 PM
 my i haz this code please?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on April 19, 2012, 02:43:45 PM
I should probably make a Clone Engine/Porting folder on my computer so i dont lose these things >.>

here you go:

Character Replacement (Ice Climbers - Popo) [spunit262]
80000000 90180B48
80000001 90180BF8
60000003 00000000
4A001000 00000000
38000002 00FF1000
4A001001 00000000
10000000 00000011
E0000000 80008000
86000000 00000004
86000001 0000005C
62000000 00000000


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on April 19, 2012, 03:04:42 PM
[w=pink] Thanks Dante finally works


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on April 19, 2012, 03:05:02 PM
no prob :D


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on April 19, 2012, 03:29:42 PM
I don't get it!! How do u port ike over kirby??!?!

Post Merge: April 20, 2012, 06:20:43 PM
What  characters can Ike port over ?

I am not sure if im doing right but first u need a generic ike.rels and open hex editor to change module and character id to replace the one  u want.  After that U rename to ft_character.rel.

Then u have to rename from fitike.pac to fitcharacter.pac.  

This is the idea I have so far, if anything Im doing wrong or missing, I need to know.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on April 20, 2012, 09:41:50 PM
 You cannot port any character over Kirby, you are doomed to have kirby on your list forever. just get the fighter kirby PSA it's epic as sin =3


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on April 21, 2012, 07:39:46 AM
Then who can Ike can port over to?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Snivy on April 22, 2012, 04:33:56 PM
Is there a guide to doing this that isn't quite so vague? I don't mean to be rude, Eternal Yoshi, but I don't quite understand it.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on April 22, 2012, 04:59:46 PM
i jsu tmade a video. shoudl be up in a few mins.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Snivy on April 22, 2012, 05:05:39 PM
Ok, thanks!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on April 22, 2012, 05:11:52 PM
Avadakadabra!
(lol wut)

http://www.youtube.com/watch?v=y8yi-JI_GnM&feature=youtu.be


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Snivy on April 22, 2012, 08:50:35 PM
Avadakadabra!
(lol wut)

[url]http://www.youtube.com/watch?v=y8yi-JI_GnM&feature=youtu.be[/url]

Thanks! That helped alot!
Yes. You can have only 1 X has Y's ICs but should be able to use multiple of these smaller codes since they all don't run from C2.

Err.... note the words DUMMIED OUT.

They do not have any other character data other than an empty effect.pac and in the case of Mewtwo, empty voice clips and a victory tune slot on the disc.

So, I could put characters in the dummy slots? Or no? Also, how do you make the Sound Bank code? It always says, "Invalid line; (Line for offsets and such)" I'm doing Marth over Ness, any ideas?
Edit: Everything but the Final Smash works, but the Final Smash works in the air, but not the ground... I'm confused on what to do...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DarkDeity on April 24, 2012, 11:50:51 AM
ok so..forgive me if this has already posted but i  dont have time to read every post..basically say i wanted to make a link import, and for the sake of things [even though there is no character like this] lets say the char only had one jump..the code i use would be something like this?
04B0B2c4 00000001
im not sure..and if i wanted to add jabs as well..it would be this?

04B0B2c4 00000001
04B0B2b4 0000000Y and then y would be 1-3? [m guessing the number means how many jabs]


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Kuroneko on May 02, 2012, 07:26:21 PM
hii well i'm about to ask somethings really stupids, and please forgiveme i haven't had time to read every post and im really a noob TwT so again sorry in advance

well here i go u_u

i have downloaded the generic ike. rel but how do i open it to change it and use it to port ike over peach, for example??

once i could do it all i have to do is to rename every ike file to fitpeach.pac for example??

how many methods exist to port character over another??

i have alloys, gigabowser and warioman on my character screen, is it posible to increace the number of character boxes??

sorry for making soo many silly questions but i barely have time to check everything sorry sorry sorry TwT i hope someone could answer me thank u in advance!! TwT


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: DarkDeity on May 02, 2012, 08:55:13 PM
hii well i'm about to ask somethings really stupids, and please forgiveme i haven't had time to read every post and im really a noob TwT so again sorry in advance well here i go u_u i have downloaded the generic ike. rel but how do i open it to change it and use it to port ike over peach, for example?? once i could do it all i have to do is to rename every ike file to fitpeach.pac for example?? how many methods exist to port character over another?? i have alloys, gigabowser and warioman on my character screen, is it posible to increace the number of character boxes?? sorry for making soo many silly questions but i barely have time to check everything sorry sorry sorry TwT i hope someone could answer me thank u in advance!! TwT

ok i dont know much but im pretty sure the generic ike rel works fro all chars to get it over peach i think you may need to make an IC Constants code, not entireley sure


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 02, 2012, 09:28:42 PM
Heellpp!!! My psa orginally over ike OVER Dedede froze when jumping. If I jump once it froze.

Everything works, no issues with combos or any movement technique just Jumping is the main problem! How do I fix this!!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on May 03, 2012, 04:53:10 AM
Heellpp!!! My psa orginally over ike OVER Dedede froze when jumping. If I jump once it froze.

Everything works, no issues with combos or any movement technique just Jumping is the main problem! How do I fix this!!
get the dedede has ike's ic constants and dedede has one jump


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 03, 2012, 10:05:06 AM
I already tried that code and it still didnt work. This code is for to replace over multijumper.


Dedede has Ike IC-Constant 
C2858928 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000

So for XX 20 and for YY is 22.

Just send me the codes, cause I'm not sure if its the right codes


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 05, 2012, 07:54:38 PM
I'm finally able to fix the jump however it still freeze at double jump. This is the code that finally fix my1st  jump :

Dedede single jump [ds22]
* 04B0B954 00000002

Can any of you tell me how to fix double jump


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 06, 2012, 02:17:26 AM
I'm finally able to fix the jump however it still freeze at double jump. This is the code that finally fix my1st  jump :

Dedede single jump [ds22]
* 04B0B954 00000002

Can any of you tell me how to fix double jump
that should be 1  if the char doesnt have multijumps you know ...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 06, 2012, 08:12:26 AM
Dedede does have multijump, just like kirby.

Unless u mean my psa doesn't have multijump then that would make sense.    :>.>palm:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 06, 2012, 08:41:53 AM
Dedede does have multijump, just like kirby.

Unless u mean my psa doesn't have multijump then that would make sense.    :>.>palm:
lol if your putting ddd ic constants on ddd what is the point?he already has his own ic constants lol you need to put it for the psa your porting like ike and marth dont have multijump so that code would be 1 for example why DDD has 2


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 06, 2012, 09:48:04 AM
It still freeze double jumping   :srs:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 06, 2012, 10:15:32 AM
It still freeze double jumping   :srs:
so what exactly are you rel porting over ddd? marth  ike,mk jigly?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 06, 2012, 10:25:48 AM
Im tecnically using ike to port over dedede and my psa is naruto


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 06, 2012, 10:31:22 AM
Im tecnically using ike to port over dedede and my psa is naruto

there is a ike over ddd and only needs a code
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25784 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25784)
 try using that code if its inserted right maybe the code isnt working on your gct


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 06, 2012, 11:05:31 AM
It still freeze at double jump. I think there is definatly something wrong with this psa naruto. It said import model Ike.

Here's the link :

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16397 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16397)


Go click psa naruto link again bcause I send the wrong 1 before and I changed it.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Snivy on May 06, 2012, 11:11:11 AM
It still freeze at double jump. I think there is definatly something wrong with this psa naruto. It said import model Ike.

Here's the link :

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16397[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16397[/url])

Have you tested the PSA and stuff on Ike first?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 06, 2012, 11:18:07 AM
It still freeze at double jump. I think there is definatly something wrong with this psa naruto. It said import model Ike.

Here's the link :

[url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16397[/url] ([url]http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16397[/url])

i use this psa and its perfect it must be your gct code that isnt working do you have it together with some other codes so you can see if the ocde is truly working? becuase there is cloud and ike rel ported on ddd and they only need that code and work perfect try the clean ike that i linked you in Bv and test it if it freezes is just your wii that isnt loading the code


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 06, 2012, 11:33:17 AM
This is the code I have, heres everything I have, I dunno which codes that disrupt one and another but its not my gct cause I know that cloud works over mr. g&W.   :srs:

RSBE01
Super Smash Bros Brawl

CSS fixes for Samus/ZSS and Zelda/Shiek V2.1


Independent Pokemon Engine +no wreck My Music V2


Custom Random V1

CSS Fix


Phantom Wing’s Stage Expansion Code 2.0

Character ID Fix 2.1

Save Tags in Replays

Infinite Replays

Unrestricted Control Editing

Unrestricted Pause camera

Unrestricted Replay Camera


Eternal Yoshi’s Maxed Out CSS

Regular Zelda Icon (CSS)

CSS fixes for Giga and Company V2

Game and Watch has Ike's IC-Constant


Mr. G&W Sound Mod


Custom CSS V3 [spunit262

Giga and Company Engine V2 [spunit262]


Alloys don't crash and Others don't wreck My Music V2


Alloy Victory/(http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446) Poses

Warioman Fix:

Yoshi has Marth's soundbank

Yoshi has no Crawl [ssbbtailsfan]

Dedede Double Jump

CSS Music Selector v1.0 [Dantarion]

Dedede has Ike IC-Constant

dedede has ike's soundbank

Post Merge: May 06, 2012, 11:40:19 AM
Have you tested the PSA and stuff on Ike first?


Well I havnt tried Ike psa, I only test naruto psa originally over Ike.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 06, 2012, 11:43:17 AM
Dedede has Ike IC-Constant


take this out this is your prob  you can only have one of these codes in your whole gct i see you have one for gw already thats why there are individual codes


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 06, 2012, 11:50:23 AM
I tried that before aince yesterday , I took out dedede has Ic-Constant  and it still freeze double jump when the only thing I leave out is dedede has double jump or when I took out dedede has double jump and and I leave out dedede ic constant same thing except much worse cause it cant jump.  .   I dunno, I`ll try again  :srs:

Post Merge: May 06, 2012, 12:16:07 PM
It still freeze even I took out Dedede has Ike IC-Constant and leave out dedede has double jump.    :srs:

So maybe I did something wrong with this psa naruto bcause all i did is renaming to fitdedede.pac  I dunno or maybe the size is too big.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: zutox on May 06, 2012, 01:51:39 PM
Using this method I got peach ported over Diddy :)
But when using this method I can't seem to be able to port Meta knight over mrGW. I also tried porting ness over mrGW but that didn't help either. Just curious, in the video the files was very much alike and you only had to change the same two numbers, but what about the files that have dozens of differences?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on May 06, 2012, 02:27:52 PM
change the differances. but if you compare an iek to a ness, it wont work. u have to compare ike to ike, marth to marth, etc.

Post Merge: May 06, 2012, 02:28:06 PM
Dedede has Ike IC-Constant


take this out this is your prob  you can only have one of these codes in your whole gct i see you have one for gw already thats why there are individual codes

i have 3 or 4 of those types of codes and it works fine fo rme


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 06, 2012, 03:18:18 PM
I tried that before aince yesterday , I took out dedede has Ic-Constant  and it still freeze double jump when the only thing I leave out is dedede has double jump or when I took out dedede has double jump and and I leave out dedede ic constant same thing except much worse cause it cant jump.  .   I dunno, I`ll try again  :srs:

Post Merge: May 06, 2012, 12:16:07 PM
It still freeze even I took out Dedede has Ike IC-Constant and leave out dedede has double jump.    :srs:

So maybe I did something wrong with this psa naruto bcause all i did is renaming to fitdedede.pac  I dunno or maybe the size is too big.
size wouldnt freeze on double jump like i said ditch naruto use the ike over DDD on the vault with all the files if it works well use ike on ddd and naruto on ike lol


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 06, 2012, 03:57:53 PM
Well I already copied the codes and the rel to my sd cards and it still freeze for naruto. I'll try for Ike and if it works then I know that theres definatly wrong with naruto psa.

Post Merge: May 06, 2012, 05:33:43 PM
It still freeezeee  :oshi:      I guess the only way is that I'll have to back up my file, format my sd cards and load to riivolotion if it works this time.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 08, 2012, 08:38:05 PM
Okay, now my stage expansion is now gone and I notice one after another start to corrupt meaning it has to do with my GCT codes file.  how do I fix this?? Because even I delete gct file, the result still the same when I open and create new gct.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 09, 2012, 01:53:18 AM
Okay, now my stage expansion is now gone and I notice one after another start to corrupt meaning it has to do with my GCT codes file.  how do I fix this?? Because even I delete gct file, the result still the same when I open and create new gct.
just copy past all your codes to a text file and create a new gct ike freezed because the code isnt loading for some reason


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on May 09, 2012, 07:09:35 PM
I tried thay many times, and it still happens. I dunno, is it because I have over 256+ lines, I have like 280 something and I use brawl Tweaker. Would that be a problem?? If so, what is the recommanded program to use?

If I can't find better way, how do I make B- .gct since I'm using hozu hack method since I kinda tired of BeyondYous riivolution.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Julum on May 23, 2012, 03:14:52 PM
I'm trying to do a Toon Link over Peach/Marth, but it keeps freezing the game. Please help.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on May 23, 2012, 03:18:36 PM
blah blah blah articles.
blah blah blah wait until .rel files are better defined
blah blah blah entry.pac



Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on May 23, 2012, 03:19:16 PM
blah blah blah articles.
blah blah blah wait until .rel files are better defined
blah blah blah entry.pac


I'm trying to do a Toon Link over Peach/Marth, but it keeps freezing the game. Please help.
cant rel port toon link :srs:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on May 23, 2012, 04:33:46 PM
be lazy liek me and edit a marth .rel to work on what ever character, then copy=pasta tl's files


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: M4N on June 02, 2012, 06:08:16 PM
unlikly idea for character roster expansion

Here is an idea for the last clone engine I thought about
but it wouldn't haved worked back then
since this new engine ports characters which I assume is his idea is, its might work
when selecting a new character *any character*

I had thought that every player could have there own slot

Player 1 = Mario
Player 2 = Luigi
Player 3 = Peach
Player 4 = Bowser

then when a player pics a character their character is switched out

EX.

Player 1 picks boswer
Mario is then replaced by bowser (loading character onto mario)

OF COURSE: that wouldn't have worked and still doesn't now

but what "if", get it if statement
when a player chooses a character (only extra)
it links it to

Fighter/Custom_00 (these are all based on ike)
Fighter/Custom_01
Fighter/Custom_02
Fighter/Custom_03
Fighter/Custom_04

which will over write their character slot

Player 1 = Ike (original)
Player 2 = Ike (over marth)
Player 3 = Ike (over Metaknight)
Player 4 = Ike (over jiggilypuff)

the CUSTOM fighter will just replace ike
(which replaced another character so in reality it replaces marth metaknight and jiggly puff too)
the only difference is that,
ike will be marth metaknight and jiggleypuff

!------------------------

okay error what if jiggalypuff marth and metaknight are
(or ike you will already have a slot reserved for that)

they will be loaded from
Fighter/Custom_Native/
The original Characters (Ike Ported onto them are reverse portable yes/no ?)

[
Q. why special load then
A. As to not interfere with custom loaded files, the system itself.
]

anyways

Pokemon Trainer Can be split up into
- Squirtle
- Charazar
- Ivysaur

The trainer icon can be used with the costume/character replacement code
same thing with zalda (can we add HOLD z for sheik)
same thing with zzs (Hold Z for samus)

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

Okay thats three characters with icons and csps
and an infinite (SD size lol) with no icon and csps

what do you guys think?
would that work

--------------------------------------
Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
--------------------------------------

this is about the clone engine and porting
but other things too.

I know typos
but I wrote this quickly




Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: BronzeGreekGod on June 05, 2012, 04:45:39 PM
Kay so I just came about this so I'm totally new with this clone engine thing. How exactly does this work?
I mean is this for like adding more character spaces into the game so we can port other characters over a particular model (eg if I want to use link as well as Oni Link without losing any other chartacters)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 05, 2012, 04:51:00 PM
correct it is being worked on


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Kuroneko on June 21, 2012, 02:15:24 PM
just some  questions

can somebody tell me which are de offset to change on marth .rel??

i have 5 clones of ike on my game but there is a limit about the number of the clones u can have?

why dante over pikmin doesn't need  gtc codes to work corretly??


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 21, 2012, 02:31:17 PM
1) dont ask that here. jsut compare 2 marth .rels one edited
2) no
3) it does


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on June 23, 2012, 03:01:10 AM
Just a question. I tried doing a FitPurin00.pac/pcs edit to include one of my own models since I saw all sort of models port over characters (such as Marth, Peach and so on as long as they are on a FitPurin00.pac/pcs) and downloaded a fresh, unedited G&W rel file (only character that I don't use at all...) My model has more bones than G&W, which is good, since it is somehow needed. I included a FitZelda.pac and a FitZeldaMotionEtc pac file to go with, but... the Wii crashes after choosing a stage. Why is this happening? Do I need to edit the .rel file, and if yes, with what?

EDIT : Nevermind, got it working with a hex-editing program :)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Novarek on June 23, 2012, 07:59:19 AM
Anyone have try the "wiiscruber" way ?

In pure theory, if we copy and rename the .rel by the one we want replace with all the file inside the "fighter" folder and if we rebuild the partition, maybe this should be work ?

i will try this theory, see what i can have.

Post Merge: June 23, 2012, 08:08:02 AM
No... That has already been tried, it wont work..

Now i'm sad :( i need the stuff inside the "FitSonicFinal.pac" ! ...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Novarek on June 23, 2012, 08:19:49 AM
What do you mean? for PSA? the rel is not needed for that, is it not?

I need it for the model slot inside, it's for a Blaze PSA, and i want a burning Blaze final smash.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Novarek on June 23, 2012, 08:41:55 AM
I don't understand, if your just trying to get a model from FitSonicFinal.pac can't you extract the .brres than inject that into the .pac your using for you PSA?

I'm new in ssbb hack, but that mean i will absolutely need to do HEX for the psa in that case, right?

If i able to avoid this... :p

But if i have no other option, i will do it.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Novarek on June 23, 2012, 09:05:46 AM
No, use Brawlbox to extract the .brres, no hex editor needed for that.

For this part i know, it's in the PSA itself i fear i will need to use HEX, for activating/switching the model in the final smash.

Edit: or, i need to use the .rel way for cloning Sonic into a other character and directly edit it, this mean i still need to do HEX but maybe it's a easier way but i don't know if this character can be ported ????


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Ultraxwing on June 25, 2012, 05:46:39 PM
 Authntic question here:

Okay you know the Marth over Alloy and Company?

does this officially work? like i don't know how to officially activate the Alloys, is there a code or css edit that makes the Alloys have a seperate icon themselves?

you know the whole works


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 25, 2012, 05:49:24 PM
the hack does not work. the .rel was edited incorrectly, and he most likely never tried the hack.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Novarek on June 26, 2012, 09:13:32 AM
the hack does not work. the .rel was edited incorrectly, and he most likely never tried the hack.

Who ? Me ?

Hmm... i'm not the owner if the .rel, this one was build by Jasonvalle22, so tell that to him, not at me, i'm sure he will appreciat...

I know almost nothing about the .rel, so i don't touch that kind of stuff actualy.

Yup i'm new in hack and that why i do only Motion and PSA at the moment, until i learn what i need to know.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 26, 2012, 11:21:48 AM
i wasnt talking about you :srs:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Novarek on June 26, 2012, 12:22:55 PM
i wasnt talking about you :srs:

You have left almost the same message on my topic, that why i thinking...

Anyway, sorry. :p


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: FallenKing on June 28, 2012, 07:28:02 PM
After reading the OP, I'm not sure if I fully understand the coding instructions. I want to import MarioDK's Goku (over Pit) PSA onto Diddy Kong. According to Pink Mew (has a different username now), I could just use the Metaknight rel and rename it to fit Diddy Kong. Anyway, I'm trying to give Diddy Kong Pit's IC Constant. Here's the info I gathered from the OP:

IC Constant code: 04B0BXXX 0000000Y

Pit's IC Constant:
U0(Jab??)- 748
Jab - 74C
RapidJab - 750
Ftilt - 754
Fsmash - 758
Muiltjump - 75C
Glide - 760
Crawl - 764
DA-crouch - 768
Walljump - 76C
Wallcling - 770
Zair - 774
U12 - 778
U13 - 77C

Am I supposed to fill in the code like this? :
04B0B748 0000000Y (jab)
04B0B750 0000000Y (rapid jab)
04B0B754 0000000Y (Ftilt)
04B0B758 0000000Y (Fsmash)
04B0B75C 0000000Y (multi jump).......
.....

.... and continue using the same codes, except replace the "XXX" with every "IC Constant" code above? I also have some questions about the Y values. What's DA Crouch, and should I enable it or disable it for Pit over Diddy? Same question for U0, U12, and U13; what are they, and should I enable or disable it for Pit over Diddy? Lastly, what's the difference between jab and rapid jab? How many should I use for Pit over Diddy? I can look up how many jabs Pit has myself, but I just wanna confirm that I'm right.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 28, 2012, 07:56:12 PM
you would need to edit teh mk.rel to work over diddy.

Diddy has Pit's IC-Constant [Dantarion]
C2858928 00000003
2C04001B 40820008
38800017 1C040038
60000000 00000000

and that woudl eb teh code you use ^


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: FallenKing on June 28, 2012, 10:24:53 PM
Thanks, I appreciate it. How did you get that code? It doesn't look like anything I read in the OP. I'd like to know so I can figure it out myself next time.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on June 29, 2012, 06:06:22 AM
I use this: http://forums.kc-mm.com/index.php?topic=14915.msg388801#msg388801 (http://forums.kc-mm.com/index.php?topic=14915.msg388801#msg388801)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on July 10, 2012, 09:55:31 AM
im trying to port Dante over Olimar and it freezes on the final smash and up b.

what ic constant do i use for the up B? and do i just disable the final smash?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 10, 2012, 12:51:53 PM
besides the ike files from the hack you downloaded, you also need to use ike's other files liek Ikefinal. also, are u using teh ic constants code? jsut using teh XX has YY's code should work (but edited ofc)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xmanic on July 10, 2012, 05:26:09 PM
Is it possible to port kirby hats? i was thinking i would learn how to port characters so i can do so. I need to port a cloud kirby hat over olimar because that's where i have cloud and i need to port a sephiroth kirby hat over r.o.b. I did do an advanced search on the brawl vault for those hats and couldn't find anything that went over the characters i need them over. If anyone knows of any hats that go over the characters i need for the slots I'm using can you please link me to them.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 10, 2012, 05:33:13 PM
for olimar no, but for rob, jsut extract the model and textures then replce rob's


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowSnake on July 10, 2012, 06:45:31 PM
besides the ike files from the hack you downloaded, you also need to use ike's other files liek Ikefinal. also, are u using teh ic constants code? jsut using teh XX has YY's code should work (but edited ofc)

i am using ikefinal.pac :/

i tried the ic constants code but it didnt work because i already am using that code with sephy over rob.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on July 11, 2012, 01:07:52 AM
i am using ikefinal.pac :/

i tried the ic constants code but it didnt work because i already am using that code with sephy over rob.
are you using the no entry data code?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xenocard on July 20, 2012, 05:46:07 PM
hello everyone, i just started modding my copy of Smash Brawl and wanted to say this forum is beyond incredible, the info and amount of materials and work done here, is unlike any other. :happy:

i need a code to make cloud glide after doing 3 jumps (cloud is over ike and cloned on Olimar), i dont know if i can do this by editing his .pac file.

i am still learning how to give characters moves from other characters, i have a request for 2 moves and a question that has been bugging me.  :angel:

the codes as i still do not know/understand how to make/find them, i need:
ike to glide
ike to do triple jumps

i have 3 ike clones in my list, will this affect all 3 of them? have one on olimar, one on Mr.game and watch


the question: i have seen infinite jump codes with ocarina, can i give a character infinite jumps without using a code? like open the .pac file and edit it?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 20, 2012, 09:13:05 PM
wrong section


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: xenocard on July 21, 2012, 05:03:40 AM
wrong section

you could be nice and direct me to the Right section and maybe even post a link to that section.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Phazonin on July 21, 2012, 09:39:32 AM
Can someone please (pretty please) tell me the correct No entry and no result codes for DK? I'm trying to use these with no luck:

 dk no entry
* 00AD8031 00000000

dk no result
* 00AD8069 00000000

I'm trying to get the Frieza PSA with sfx over DK working properly... I'm not sure if the codes are good... thanks!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 21, 2012, 09:52:41 AM
Can someone please (pretty please) tell me the correct No entry and no result codes for DK? I'm trying to use these with no luck:

 dk no entry
* 00AD8031 00000000

dk no result
* 00AD8069 00000000

I'm trying to get the Frieza PSA with sfx over DK working properly... I'm not sure if the codes are good... thanks!

Are you PAL? Those codes are for NTSC-U only.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Sly64 on July 22, 2012, 12:23:21 AM
I'm pretty new to actually trying to port characters. All I've really done is put things like Spiderman over Marth. Just basic stuff. What I'm after now is porting Captain Falcon over Diddy Kong, you know, because Diddy's AI is too good in Brawl Minus.
I don't know if it makes any difference, but it's the Sub-Zero PSA(http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27563 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27563))
I'm just asking for someone smart to help me. :/


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on July 22, 2012, 08:50:07 AM
Is it unusual, that I downloaded something off the Vault that allows a character to be ported over G&W, but despite the many files with different colors palettes (FitPurin03.pcs, FitPurin01.pcs, etc...) that only ONE color is kept for the entire G&W fighter? What I mean is that ONLY the FitPurin00.pac's colors are shown, even if I try changing G&W's colors in the CSS. Help, anyone?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on July 22, 2012, 08:59:40 AM
yeah only the first colro works for g&w if you port over him


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Eternal Yoshi on July 22, 2012, 09:01:52 AM
G&W has only 1 costume file, meaning only 1 can be used. I remember someone finding a way to use clr0 files to recolor their character. Think it was Paper Mario.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on August 03, 2012, 11:00:39 PM
OK. Now I have seen many character ports over other characters, and I was wondering if it was possible to port Peach over Diddy Kong, as someone did it for G&W (Rosalina) though her files are renamed 'FitPurin' or something like that... I was wondering...how could I do that?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on August 04, 2012, 06:45:23 AM
As I said to you before, use the ftpeach.rel that was edited to work over wario


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on August 09, 2012, 07:52:23 PM
The ft_diddy now works perfectly. But I do have another question. I downloaded this ''Zelda over Wario'' .rel somewhere on the internet, but everytime I choose Wario on the CSS...FREEZES WII. And when I returned to that site (don't remember which one, though), the file was deleted by its owner *facepalm*...that was a week ago, I think. I dunno what's wrong with this .rel as everything seems fine to me... But I'm not sure if I'm allowed to post a link to that .rel file from MediaFire to see if someone can find out what's wrong, and why it crashes when I load Wario...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on August 09, 2012, 07:59:40 PM
well, its obvious that this "zelda.rel over wario" was deleted becasue it didnt work :srs:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on August 10, 2012, 03:33:46 PM
Why did my message got removed? Oh well... I just downloaded the ft_ike thing by PW, but I'm stuck where it says, in the change file, to change those values :
Required values to be changed:
[0x000000] = Target Module Id
[0x01C248] = Target Module Id
[0x014080] = Target Character Id

I search for them in HxD, but I can't find them with the search method... I read EVERYTHING before posting this, BTW...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Maydelcore on August 15, 2012, 06:55:42 PM
I have a problem when using Sephiroth over R.O.B. on Riivolution. The game starts but it freezes before showing th other character. Why?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on August 17, 2012, 02:35:46 AM
I have a problem when using Sephiroth over R.O.B. on Riivolution. The game starts but it freezes before showing th other character. Why?
Most likely because R.O.B has more bones than Marth, I think that robot has more than 150 bones while Marth has at least 70... In order to port a character over another, the new one MUST have more bones than the original one. For example I did replaced Wario with Zelda, but I cannot do vice-versa because Zelda has more bones than Wario. Probably because of that.  :-\


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on August 17, 2012, 05:56:07 AM
Most likely because R.O.B has more bones than Marth, I think that robot has more than 150 bones while Marth has at least 70... In order to port a character over another, the new one MUST have more bones than the original one. For example I did replaced Wario with Zelda, but I cannot do vice-versa because Zelda has more bones than Wario. Probably because of that.  :-\

nope. look at my marth over rob. that works


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: cuckoos on August 31, 2012, 06:14:48 PM
When is Phantom Wings finishing the Clone Engine?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on September 01, 2012, 04:12:18 AM
When is Phantom Wings finishing the Clone Engine?
well .. never since PW and Dantarion ha left brawl hacking.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Kaye Cruiser on September 01, 2012, 09:29:25 AM
Dant came back awhile ago, actually. You'd only know that if you keep up with the P:M thread on Smashboards, though.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on September 01, 2012, 09:38:30 AM
Dant came back awhile ago, actually. You'd only know that if you keep up with the P:M thread on Smashboards, though.
posting a few times doesnt mean they are working on it tough.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dantarion on September 01, 2012, 11:21:24 AM
There's no point in posting in public about anything anymore.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on September 01, 2012, 11:29:07 AM
There's no point in posting in public about anything anymore.

well look who is optimistic.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dantarion on September 01, 2012, 12:00:40 PM
No offense, but WHO exists that has made any progress on the Clone Engine that is not named PW, Dantarion, or ds22?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SiLeNtDo0m on September 01, 2012, 12:02:24 PM
No offense, but WHO exists that has made any progress on the Clone Engine that is not named PW, Dantarion, or ds22?

He's called Bob and lives in an alternate dimension. 


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Dantarion on September 01, 2012, 12:04:45 PM
REBOOOT?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SmashClash on September 01, 2012, 12:07:30 PM
REBOOOT?
Press that button.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Albafika on September 01, 2012, 12:11:08 PM
well look who is optimistic.
Eh, posting in public contributes to nothing, it just makes people post stupid things/request/ask stupid questions/hype up and spam the [censored] outta the thread (Just as it happens on BlackJax' BrawlBox thread, where 97% of the posts consist of pure spam).


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Sly64 on September 07, 2012, 06:29:51 PM
I'm just trying to port Saber(Link) over Olimar, it's successful except for the specialLw(Counter. Saber brings out the sheathe, which is Link's sheild)
I don't understand the IC constant codes. Do I need one?
I'm using the .REL from: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27190 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27190)
and the PSA/Textures from: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27924 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=27924)
and "Pikmin no entry/result" codes.
 :>.>palm:


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on September 07, 2012, 06:56:03 PM
wont work. link is a crap to port


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Sly64 on September 07, 2012, 07:16:50 PM
Who can I port over Olimar without much hassle?
You know, something that isn't a Marth or Ike port.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on September 07, 2012, 07:17:54 PM
marth ike jiggs mk sonic


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on September 08, 2012, 02:49:57 AM
marth ike jiggs mk sonic
doesnt sonic loses all his specials? since they use floating points an d an article for the up B?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on September 08, 2012, 05:58:44 AM
use the perfect sonic port rels in my vault and he wont


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Qwetlarry 1 on September 09, 2012, 02:49:00 PM
Where can you get the default character rels from the game?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Sly64 on September 09, 2012, 06:33:43 PM
Where can you get the default character rels from the game?


Right here: https://www.dropbox.com/sh/p01chjw1j1k4zuz/dX0jvlGZxX/module (https://www.dropbox.com/sh/p01chjw1j1k4zuz/dX0jvlGZxX/module)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Tetraspore on October 01, 2012, 06:19:52 AM
If I take a file (let's say for example FitPeac00.pac) and all other associated files (movest, animations, sounds, whatever else that may entail) and put it into another character's folder, would I be able to have 2 of the same character, but selected with different portraits/css?

I want to make a totally new character with custom model, bones, and animations. Basically, I'm wondering if I make my custom pacs and pcses etc, can I rename them to any character so much as it is placed in the proper characters folders etc?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on October 01, 2012, 06:49:40 AM
If I take a file (let's say for example FitPeac00.pac) and all other associated files (movest, animations, sounds, whatever else that may entail) and put it into another character's folder, would I be able to have 2 of the same character, but selected with different portraits/css?

I want to make a totally new character with custom model, bones, and animations. Basically, I'm wondering if I make my custom pacs and pcses etc, can I rename them to any character so much as it is placed in the proper characters folders etc?
no you need a rel and all the files renamed  the rel is to make the fitpeach.pac work  or you might get crazy glitches and freezes but i dont even know if anyone managed to rel port peach to any other char besides wario


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: frostymm on October 04, 2012, 05:18:39 PM
Hey I used the IC-Constant modifier NTSC-U code to try and make it so that metaknight had 3 jabs but it just doesn't work. Every other one works, but no matter how I make the jabs code it just doesn't want to and there are no MK has 3 jabs codes already made. Does anybody know how to fix this?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on October 04, 2012, 05:23:20 PM
do you use the ic-constants code, or the mk has multijab code?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: frostymm on October 04, 2012, 06:20:16 PM
I cant use the ic-constants code because of sonic over Olimar using it and as far as the jabs go I tried all of these:
U0(Jab??)- 710
Jab - 714
RapidJab - 718

U0(Jab??) - 628
Jab - 62C
RapidJab - 630

Rapidjab I just assumed was his A spam attack so I set it to 0.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on October 04, 2012, 06:22:44 PM
you can us emore thasn 1 ic-constants code as long as it isnt the saem character


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: frostymm on October 04, 2012, 07:28:46 PM
Not this code:
XX has YY's IC-Constant [Dantarion]
C2858928 00000003
2C0400XX 40820008
388000YY 1C040038
60000000 00000000

I tried having both Metagay has Ikes and then Olimar has Sonics. Only one will work at a time. But the individual ic codes supposedly can work for multiple characters at the same time, just mk's isn't working for the jabs.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on October 17, 2012, 07:49:20 PM
I'm back just to ask a question because I'm stuck with it...

Everytime I try using a Peach PSA on the ''Peach over Wario REL port'' thing, it crashes at CSS. Do anyone perhaps know why? I'm trying to use this PSA : http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19198 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19198)
and I use the included Ocarina codes as well as the Module file, but it still crashes... What should I do to make the PSA working on this .REL port?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on October 17, 2012, 08:04:34 PM
you pmed me, and i replied. dont pm me AND post this. wait till i reply and if i coldnt help u, then post. waste everyones time


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on October 19, 2012, 04:07:21 AM
you pmed me, and i replied. dont pm me AND post this. wait till i reply and if i coldnt help u, then post. waste everyones time
Tried it, not working... Could it be because we can't port PSAs along with RELs? BTW, here's what I did (in order)

1 - Downloaded the Peach over Wario files
2 - Put the .REL file into the Module folder
3 - Copied/pasted the codes on Ocarina and activated them
4 - Put the CHT file in the Codes folder
5 - Extracted ALL of the Wario(Peach) files into the Wario folder
6 - Downloaded a Peach PSA and renamed it FitWario and FitWarioMotionEtc
7 - Booted game
8 - Chose Wario at CSS
9 - FREEZES ... :srs:

What's wrong with the steps I did?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on October 19, 2012, 04:11:23 AM
Tried it, not working... Could it be because we can't port PSAs along with RELs? BTW, here's what I did (in order)

1 - Downloaded the Peach over Wario files
2 - Put the .REL file into the Module folder
3 - Copied/pasted the codes on Ocarina and activated them
4 - Put the CHT file in the Codes folder
5 - Extracted ALL of the Wario(Peach) files into the Wario folder
6 - Downloaded a Peach PSA and renamed it FitWario and FitWarioMotionEtc
7 - Booted game
8 - Chose Wario at CSS
9 - FREEZES ... :srs:

What's wrong with the steps I did?
maybe that peach psa has too much filesize? did you try any other psa??


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on October 19, 2012, 04:20:23 AM
maybe that peach psa has too much filesize? did you try any other psa??
Tried with Hearts of Justice & Sanji, both froze my Wii, but this time, only after the 'GO!' symbol at the beginning of the battle...


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on October 19, 2012, 04:21:56 AM
Tried with Hearts of Justice & Sanji, both froze my Wii, but this time, only after the 'GO!' symbol at the beginning of the battle...
if it was at the go its probably the entry article did you put the no entry code?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: TokoyamiTheDark on October 19, 2012, 04:36:30 AM
if it was at the go its probably the entry article did you put the no entry code?
Yeah. I looked, and it's on. Wario's motorcycle even showed up once while I was testing PSAs :af: But my Wii froze because of that. Hm...perhaps if I mix a few attacks from the PSA while keeping some of Peach's normal attacks, then it might work...or not.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on October 19, 2012, 05:20:22 AM
Yeah. I looked, and it's on. Wario's motorcycle even showed up once while I was testing PSAs :af: But my Wii froze because of that. Hm...perhaps if I mix a few attacks from the PSA while keeping some of Peach's normal attacks, then it might work...or not.
wario motorcycle should not appear that does the freeze since peach cant use it, either you uses the no entry/no result data codes  or rename one of peaches fitpeachentry00.pac to fitwarioentry.pac also wario uses a result pac so unless you use the no result data code peach will freeze at the result screen


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Daakun on October 20, 2012, 12:48:20 PM
Have there been any public breakthroughs on the subject of using blank slots, like the one Roy had reserved?

Keep hearing Dantarion figured some stuff out, but I can't find any sort of WIP codes or anything.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on October 20, 2012, 01:04:18 PM
yes and no


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: truekingofgames0 on October 23, 2012, 01:12:03 PM
I don't quite get how to port. I want to put roy in another slot. Is there any easy way to do this? and can somebody tell me how? And apparently only marth can port, which means no cloud in a seperate slot I presume. But either way.. all I really need is roy/marth.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on October 23, 2012, 01:22:13 PM
I don't quite get how to port. I want to put roy in another slot. Is there any easy way to do this? and can somebody tell me how? And apparently only marth can port, which means no cloud in a seperate slot I presume. But either way.. all I really need is roy/marth.
you can port marth/ike/jiggly/sonic  and Mk but you need to port them over someone with a rel to get marth rels you can download thany roy  see a character you want to replace lets say rob wich doesnt need any codes and use the fit_robot.rel then add the robot folder and put all roys files there and rename then to fitrobot.pac and so on  remenber rob pcs files might be diferent like not having a 01 pcs and having a 06 instead or something


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: BB64 on January 05, 2013, 08:06:04 AM
I'd like to use the almas clone engine to have two/three new characters without removing the old ones... But does it work for pal?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on January 05, 2013, 09:32:54 AM
I'd like to use the almas clone engine to have two/three new characters without removing the old ones... But does it work for pal?
last time i checked it was ntsc only and i doubt a pal version was made at all.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Legend of Jesse on February 13, 2013, 06:23:56 PM
oh so that's why my roy over rob vs marth matches shared sfx's and flames :P depends on which one loads first in the roster... well tell me something... since i have roy over rob... is there a way to get a kirby hat that has been made for marth with the custom animations and everything over rob? (i'm guessing that .rel files havnt made it to the kirby hats yet huh?)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: zutox on February 18, 2013, 05:08:36 PM
Okay so I am trying to make an IC code for the first time and I feel a bit confused about it.
I am specifically trying to make a "Peach has ROB FS" code.
Honestly I can't figure it out even as I am looking at the instructions. I might be getting it all wrong, so I figured maybe someone could point me in the right direction on it.
I haven't really seen any such code so I don't have anything to go from.  

Okay so I thought I understood it, but I must have derped since it didn't work.
This is how the code came out:

Peach has Robs IC Constants.

C2858928 00000003
2C04000C 40820008
38800023 1C040038
60000000 00000000

What did I do wrong? o..o


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: BraveDragonWolf on March 16, 2013, 07:09:49 PM
I'm confused....if olimar's ID is 19, then how will I know what or where to put the ID number?

(Olimar Has No Entry Data
00AD8049 00000000)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Kazor on July 27, 2013, 09:40:50 PM
Hi, I'd like to ask something, as I saw this Roy:http://www.youtube.com/watch?v=uJvvvido9IA made by Thany and I want it in my game but without replacing original characters, How I do that? I know about codes and how to use them, what do I need to do exactly?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on July 29, 2013, 10:53:21 AM
http://forums.kc-mm.com/index.php?topic=59365.0 (http://forums.kc-mm.com/index.php?topic=59365.0)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Kazor on July 29, 2013, 11:19:15 PM
[url]http://forums.kc-mm.com/index.php?topic=59365.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=59365.0[/url])


WOW, just an exact tutorial of what I wanted, thanks a lot!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Maydelcore on August 05, 2013, 06:41:04 PM
I have some questions:

1. Well, I have Cloud (Ike .rel) ported to Olimar. But I want to have Slick (Olimar .rel) over Falco.
What will happen if I do that?
2. Like so, I have Silver over Diddy, and I believe it is Falco ported without .rel to Diddy.
What will happen if I .rel port Falco while still having Silver over Diddy?
3. How many .rel files of the same character can I have? Example, Marth. Is there a limit?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Novarek on August 22, 2013, 02:32:14 PM
I wonder, with all the R&D you have done about the .rel, have you discover something about the animation data (vis0, pat0....) and how SSBB allow or not the right to use them for each character ?

For exemple, Marth can use vis0, but not the pat0.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Gamma Ridley on August 29, 2013, 07:38:24 PM
Any character can use any animation format. Just name the PAT0 to be the same as the CHR0 used for that particular subaction.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Novarek on August 30, 2013, 12:48:54 PM
Any character can use any animation format. Just name the PAT0 to be the same as the CHR0 used for that particular subaction.

I haven't try yet for PAT0, but for the VIS0 it's dosen't work, that why i port one of my hack on a slot able to use VIS0.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on August 30, 2013, 12:56:58 PM
VIS0 works with anyone. You just gotta make sure the character model has objects that the VIS0 can animate/use.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Luigifan141 on September 18, 2013, 03:23:11 PM
Look at what the PMBR just accomplished:

Project M Roster Reveal - Challenger Approaching! (http://www.youtube.com/watch?v=O41m5WoH6gQ#)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Maydelcore on September 18, 2013, 06:26:22 PM
Look at what the PMBR just accomplished:

Project M Roster Reveal - Challenger Approaching! ([url]http://www.youtube.com/watch?v=O41m5WoH6gQ#[/url])


And I could see him fight against Marth and Ike. So who is he replacing?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on September 18, 2013, 06:35:09 PM
No one.

He's a clone.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: PseudoTypical on September 18, 2013, 06:39:35 PM
No one.

He's a clone.
I wish they made this more obvious in the video so that people wouldn't keep getting confused, but this is amazing. Aside from the work on Roy himself, the accomplishment of the coding is just something else.

Nano, I know you're part of the P:M team. Do you know/can you say when we'll hear more about Roy, the engine, etc?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Maydelcore on September 18, 2013, 07:03:34 PM
No one.

He's a clone.

Oh yeah!


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ghost_user47 on September 18, 2013, 09:48:01 PM
I wish they made this more obvious in the video so that people wouldn't keep getting confused, but this is amazing. Aside from the work on Roy himself, the accomplishment of the coding is just something else.

Nano, I know you're part of the P:M team. Do you know/can you say when we'll hear more about Roy, the engine, etc?
At the moment, no I cannot say. If you pay attention to any live streams of PM, you may see some gameplay footage. But I cannot promise anything.

As for the clone engine, I also cannot say when exactly you will be hearing more stuff about it, but we may release more info/details in the future.

No promises on anything though. I'm not the one who makes the big decisions regarding public info.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on September 18, 2013, 10:32:07 PM
Color me intrigued.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on September 21, 2013, 08:26:41 PM
Uhm, I guess I should post this here since it is related. (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=34339)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on September 21, 2013, 09:08:32 PM
We've expanded stages, amount of costumes, and now character slots.
Now we need to be able to add more music to My Music :P


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: SonicBrawler on September 21, 2013, 09:11:01 PM
BrawlDJ - Success and failure (http://www.youtube.com/watch?v=cHAMzihDV1Q#)

 r)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Paradoxium on September 25, 2013, 09:44:43 AM
Anyone wanna direct me on how to do a model import over characters in project m?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Segtendo on September 25, 2013, 11:15:41 AM
Anyone wanna direct me on how to do a model import over characters in project m?
Not the right thread. Try the help section.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Wiisam on October 31, 2013, 09:21:41 PM
Can anyone plz help me. I managed to rel port Jigglypuff (Aqua PSA) over Samus but for some reason, whenever I press B, Special or A combos, it got some T- Pose.

Is there a way to prevent it??


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Carnage on November 01, 2013, 04:54:49 AM
Can anyone plz help me. I managed to rel port Jigglypuff (Aqua PSA) over Samus but for some reason, whenever I press B, Special or A combos, it got some T- Pose.

Is there a way to prevent it??
samus is wierd since it has the rel shared with zs samus but did you try to add the ic constants codes manualy?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Snivy on November 01, 2013, 05:27:09 PM
Can anyone plz help me. I managed to rel port Jigglypuff (Aqua PSA) over Samus but for some reason, whenever I press B, Special or A combos, it got some T- Pose.

Is there a way to prevent it??
Try messing with the Samus has *'s jabs until it works. I forgot if the OP has the codes, but just mess around and eventually you might get it to work.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: aaronlink127 on August 27, 2014, 07:24:57 PM
Code:
Sound Bank Modifier NTSC-U:[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

[/quote]

What are the YY values for boss characters? (Rayquaza, Duon, etc). I want this because i ported Roy over Robot, but he is silent and i replaced Duon's sounds with Roy's. (I am using Roy's moveset files from Project M so they are meant to use Duon's soundbank.)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Maydelcore on August 27, 2014, 07:50:43 PM
Code:
Sound Bank Modifier NTSC-U:[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



What are the XX values for boss characters? (Rayquaza, Duon, etc). I want this because i ported Roy over Robot, but he is silent and i replaced Duon's sounds with Roy's. (I am using Roy's moveset files from Project M so they are meant to use Duon's soundbank.)

Almost one year necropost. :P


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Maydelcore on September 01, 2014, 04:31:14 PM
if you guys want to get free nintendo eshop cards go to this site [url]http://www.instagc.com/420909[/url] ([url]http://www.instagc.com/420909[/url])  get them in around a week and your ready this is not illegal


Wrong place to post that.


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: LazerBoyEXE on August 01, 2015, 06:15:58 PM
I've been trying to port an alloy onto a character since I've seen that this is possible, but to no avail. The alloys ALL use 1 .REL file that is confusing to edit. How do I do this? How can I replace a character with an alloy? :-[


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: Chain and Xcita on December 26, 2015, 12:36:57 AM
Is there any way to .rel port a character OVER an Alloy? They all use 1 .rel file, so would I need to replace them with 4 characters all using the same .rel normally?
Along the same lines, is the layout of the Alloy .rel file different than that of other characters?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: MysticMan on December 31, 2015, 02:13:54 PM
Can somebody PLEASE help me understand how to make a custom CSS and add sound to characters?


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: cap64 on January 08, 2016, 07:28:16 PM
i have doctor mario but when i get to the character selection screen his name shows but when i am fighting his name shows up crazy hand,please could you  help me fix this issue
thanks for your help


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: ShadowPac20XX on August 23, 2016, 06:52:25 PM
So I'm trying to make raichu his own slot and it works moderately well but every time the results screen tries to load and raichu is in play it freezes. I think its suppose to have a FitPikachuResults.pac file that I would just change the name to FitRaichuResults.pac but I cant find any FitPikachuResults.pac files. What should I do?(keep in mind I'm using a hackles version of a project m ex build and I have no idea how to do that coding stuff)


Title: Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
Post by: spiritpyros on August 23, 2016, 10:26:11 PM
the best place to ask this question is in the Brawl expansion project thread.  most of the info here is outdated and no goes here anymore,