Kitty Corp Meow Mix Forums

Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Chaoszard on February 23, 2012, 12:49:03 PM



Title: Chaoszard's Lair [Current : Grab specialized Yoshi]
Post by: Chaoszard on February 23, 2012, 12:49:03 PM
:charizard: Welcome to my lair. This is where you'll see all my PSA and/or Animations projects.:charizard:

WARNING : Everything has been made to work with my game settings, i always play with a knockback of 50% or lower and with damages that never decrease !

CURRENT PROJECT : Grab specialized Yoshi
STATUS : RELEASED [NTSC-US] 50% [PAL]

The purpose of this hack, which has both a PSA and a Motion file, is to make Yoshi specialized with grabs and throws. That means he would count on it as a main way to KO his opponents. After all, the main ability of Yoshi since he has been created, as you can see in many games (old ones especially) is the fact he can catch his enemies with his tongue and gobble them up. So this is what this hack is focusing on.
Several things are changed in order to do this :
As long as his tongue is out, it can catch opponents. This is quite self-explanatory. Yoshi's tongue is able to grab enemies as long as it is out of his mouth, so it is hard to avoid, and you wouldn't be able to run at Yoshi anymore like before, when his tongue is going back.
High knockback throws in order to turn them into killmoves. Very high on up throw, high on down and side throws.
Very low damages with some throws. Of course it's just spitting out the opponent... that shouldn't do any damages at all, but it still does, however damages are very low, for up and down throws.
Spike on down throw. Yoshi has a good spike, but hard to do. So he would be able to spike with his down throw, which would be very useful when combined with the sliding effect of his grab dash.
More frames but more damages for side throws. I hesitated a lot about this, but i decided to make them last longer, due to some stages which have the KO zone really close to the edges, so Yoshi could KO opponents too easily on them (sliding grab + side throw). In multiplayer battles your ally may free you before that happens. Also at the middle of the throw there is a sort of pummel which deals damages depending on current damages of Yoshi.
No more weird small mouth when an opponent is inside. This is what shocked me when i left Melee to play Brawl. So i made Yoshi have again a big mouth when he has an opponent inside. Also the player indicator is not anymore showing Yoshi's nose because it was weird.
Low knockback on smash attacks. Yoshi would have been cheated otherwise. All this power given in his grabs and throws has been taken from his smash attacks. So don't really count on them to KO your enemies. You can still use them to make their damage raise though.
A new damaging system for pummels and Neutral B. This is where i have to explain a lot. The number of pummels Yoshi does is stored into a value. This value determines how many damages a pummel does. That means the more you pummel, the more it deals damages. There are some moves that make this value decrease, like side throws when they deal high damages, but the main is Neutral B. Here are details about it :
less than 20 : 1 damage
20 to 44 : 2 damages
45 to 74 : 3 damages
75 to 109 : 4 damages
110 to 149 : 5 damages
150 to 194 : 6 damages
195 to 244 : 7 damages
245 and more : 8 damages + 1 damage recovery
Of course the highest damages would be really hard to reach, especially during low stock battles. Also if you want to reach it you would have to not use Neutral B, which is well known to make combos with.
So what's new with Neutral B ? Several things. No damages anymore when the opponent goes out of Yoshi into an egg. Anyone in the egg can't take external damages but would have to get out fast because damages increase within time spent into the egg. But the main thing is that while the opponent travels into Yoshi's body, Yoshi's damages would decrease according to the value i mentioned above (the number of cumulated pummels). Here are details about it :
Less than 20 : nothing happens.
20 to 34 : 10 damages recovered, value decreases by 15
35 to 49 : 17 damages recovered, value decreases by 29
50 to 64 : 25 damages recovered, value decreases by 44
65 to 79 : 32 damages recovered, value decreases by 58
80 to 109 : 40 damages recovered, value decreases by 73
110 to 149 : 55 damages recovered, value decreases by 90
150 to 199 : 75 damages recovered, value decreases by 105
200 and more : 99 damages recovered, value decreases by 120
Can be very useful on some bad situations. Also missing your neutral B won't affect the value. And a last thing about it, the value can't go above a maximum i defined, also it can't be negative. That means you can't have a huge value allowing you to recover many times 99 damages.

A very last thing that is already included in the PSA (since i made it for 70% of characters), there is the "autodeath" that happens when you reach 999% damages. The character simply disappears and loses a life, but it does not happen on all animations.

LATEST PROJECT : Randomchu PSA
STATUS : RELEASED [NTSC-US] RELEASED [PAL]

Not a lot of things to say about this, title says everything.
This is a PSA for pikachu where all his electric attacks have their damages, knockback and/or self damages be set randomly.
Such PSA can fit very well to a Pichu model as in SSMB Pichu was giving himself damages when using electric attacks, but this time it does not always happen.
It's like giving Pikachu a sort of hidden power.
More details :
Side Smash has a random knockback for the farthest collision. 50% probability for each case to happen.
1- Lower knockback than usual
2- Higher knockback than usual
Down Smash gives random damages to Pikachu and/or the enemy during the 6 loops. 33% probability for each case to happen.
1- 1% damage (6% in total) to the enemy and 3% to Pikachu at the end.
2- 2% damages (12% in total) to the enemy.
3- 3% damages (18% in total) to the enemy.
Forward Aerial gives random damages to Pikachu and/or the enemy during the 4 loops. 33% probability for each case to happen.
1- 1% damage (4% in total) to both the enemy and Pikachu each loop.
2- 2% damages (8% in total) to the enemy.
3- 3% damages (12% in total) to the enemy.
Down aerial may act as a spike when dealing its original damages (12%) or has its default trajectory with less damages than usual (8%). 50% probability for each case to happen.
Grab Attack gives random damages to Pikachu and/or the enemy. 25% probability for each case to happen.
1- 1% damages to both the enemy and Pikachu.
2- 2% damages to the enemy.
3- 3% damages to the enemy.
4- 4% damages to the enemy.
Forward Throw is the attack that can cause the highest damages to the enemy as well as Pikachu. 25% probability for each case to happen.
1- 6 loops of 1 collision dealing 1% damage to both the enemy and Pikachu (6% in total).
2- 3 loops of 1 collision dealing 3% damages to the enemy (9% in total).
3- 4 loops of 1 collision dealing 3% damages to the enemy (12% in total).
4- 16 loops of 1 collision dealing 2% damage to the enemy (32% in total).
Special Down is the only attack that can heal Pikachu. 33% probability for each case to happen. Note : lightning is not affected.
1- 12% damages to the enemy and 3% to Pikachu.
2- 17% damages to the enemy, higher knockback.
3- 22% damages to the enemy and Pikachu recovers 6% damages.

OTHER PROJECTS

Super Ganon PSA + Moveset
STATUS : RELEASED [NTSC-US] RELEASED [PAL]

Ganondorf needed work too because he's too bad. I could have made a broken Ganondorf but i tried to make him more balanced to give him better chances to win battles and not turn him into another Metaknight.
I didn't make him faster (walk and run) or much resistant to knockback. I just gave him more power with his slowest attacks, and a better recovery. So here are details :
-Side B goes farther and Ganondorf can not fall anymore off stage with this attack (when made on ground).
-Up B goes higher and catching opponent with this attack deals more damages.
-Warlock punches are still slow and predictable... but they have a crazy knockback and deal heavy damages.
-Up A on ground makes 3 explosions instead of 1, so it has a better range. In my opinion this attack was a bit useless before.
(http://imageshack.us/a/img14/8542/al1301201126binout.jpg)
-Down B is a new attack. I estimated that as it was the same as C.Falcon's, i needed to give him another move. So Ganondorf can use it on ground or in air, if he uses it in air, he will float until the attack ends. Two sort of auras appears at his sides, then they turn into darkness, making multiple collisions, while ganondorf is in super armor. These auras are bigger when the attack is made on ground. Super armor's duration is lower in air.
(http://imageshack.us/a/img96/8884/al1301201125binout.jpg)
(http://imageshack.us/a/img716/3968/al13012011251binout.jpg)
-Grab has a better range as it was really short.

Balanced Bowser PSA + Moveset
STATUS : RELEASED [NTSC-US] RELEASED [PAL]

As Bowser is one of my favorite characters (i like dragons and huge beasts), i decided to give him more chances of winning battles by making some of his moves more balanced. Of course not just turning all of them into powerful and cheated moves, that's not the purpose.
So here are things that i modified :
Increase damages and/or knockback of his slower attacks (Up air / Down air for example).
Decrease damages and/or knockback of his fastest attacks (especially side B which seems to be spammed a lot).
Give him a better grab (a little more knockback to his side throws, but lower damages) and i gave him back his biting grab attack that i missed from SSBM (with his Side B) which makes him recover a few damages.
Give him a spike, i thought about his down tilt (first hit)
Modify his Down B. I was wondering, no one noticed a problem ? Same damages/knockback when done close to the ground or from a high spot... seriously... So i turned his Down B into an attack which has damages/knockback depending on time spent in the air before landing.

Super Counter PSA for Ike
STATUS : RELEASED [NTSC-US] RELEASED [PAL]

The idea was to make a better counter for Ike as it seems to be a useless move. In many videos (tournaments, friendlies) showing battles with Ike, his counter is rarely and even never used. Why ? That's simple. If it fails, Ike must wait for the end of animation and is vulnerable. And it's not a very good kill move.
That's why i decided to give him a better counter.
Here are the details :
This is a 3 level counter. Each time a level is reached, counter is more powerful. But it can level down if it's used too many times for nothing.
When a counter is successfully done, it earns 2 points.
When a counter fails because you take a hit BEFORE counter gets active, it does not lose or earn points.
When a counter fails because animation ends or you take a hit AFTER counter is disabled, it loses 1 point.
Level 2 is reached when points are between 2 and 5 (both included).
Level 3 is reached when points are equal to 6 and higher.
The smallest point value is 0. It can not be lower.
The highest point value is 10. It can not be higher.
LEVEL 1
Normal slash
Default knockback
(http://imageshack.us/a/img266/6228/al1210261313binout.jpg)
LEVEL 2
Fire slash
Better knockback, can easily send away an opponent when a smash is countered.
(http://imageshack.us/a/img109/6224/al12102613131binout.jpg)
LEVEL 3
Fire slash + explosion
Better knockback than level 2. Enough to turn counter into a real killmove even when countering tilts.
(http://imageshack.us/a/img99/5162/al12102613141binout.jpg)
You must know that i usually play with a defense ratio between 0.5 and 0.25, so it has been tested with these conditions.

Hungry Charizard PSA + Moveset
STATUS V1 : RELEASED [NTSC-US] RELEASED [PAL]
STATUS V2 :  0% [NTSC-US] 0% [PAL]

Yes, V2 will stay 0% done until i can modify fighter.pac. A new version of BB needs to be uploaded for this.
So this is my first PSA/Moveset project.
Why a hungry Charizard ? Because i saw on Youtube a video of a mugen battle where a Charizard was eating his opponents. I found it awesome, that's why i decided to make it for Brawl.
After several months of hard work and freezes (i was new to brawl hacking), i managed to make what i called a "version zero".
It was not really playable as Charizard was always big, this was the only way i found to make his opponents disappear when eaten by him.
Everything is explained in video below.
SSBB - Hungry Charizard Project (http://www.youtube.com/watch?v=eFBr2XHXJRY#)
Not really good, yeah...
I didn't modified it for months until i got used of PSA and Brawlbox. Then i decided to make a version which could be playable enough to be on the vault. Version 1 was born.
It took me less time than Version zero, and i managed to give Charizard balanced and interesting moves.
Check video below to see what changed from V0 to V1.
SSBB Hungry Charizard PSA + Moveset Version 1 (http://www.youtube.com/watch?v=H1YCYtJ2rz8#)
Here are some details about what's new from the original PSA/Moveset of Charizard to my V1 of my project :
-Throw behind : 9% damages, high knockback, original animation
-Throw forward : 10% damages, average knockback, original animation
-Throw high : 11% damages, average knockback, original animation
-Throw low : 13% damages, low knockback, charizard spits out his opponent on the ground while raising his right foot then stomps on him.
-Grab attack : Damages given depends on current damages of Charizard, as well as how many damages he recovers for each grab attack. Low speed. Charizard rubs his belly and fire escapes out of his mouth.
0% to 149% = 3% damages inflicted and 2% damages recovered
150% to 299% = 4% damages inflicted and 2% damages recovered
300% to 449% = 4% damages inflicted and 3% damages recovered
450% to 599% = 5% damages inflicted and 3% damages recovered
600% to 749% = 5% damages inflicted and 4% damages recovered
750% to 899% = 6% damages inflicetd and 4% damages recovered
900% and more = 6% damages inflicted and 5% damages recovered


Title: Re: My first PSA and Moveset project
Post by: SSJ Is Clueless! on April 25, 2012, 07:10:47 AM
wow its really good, i like the eating part even though i havent watched the whole video yet i can wait for it


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on April 25, 2012, 08:21:38 AM
Thank you.
I am almost done with this, the very last thing i need to do is what i wrote in my second message then when done my version 2 will be 100% complete and will be downloadable.


Title: Re: My first PSA and Moveset project
Post by: SSJ Is Clueless! on April 25, 2012, 04:10:12 PM
cool i cant wait for it


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 07, 2012, 07:19:43 AM
My project has been paused for a while and i recently started to work on it again.
This is still version 1 as my version 2 needs a modification into the Fighter.pac to be complete (no giant charizard anymore).
Anyway i found an other way to make opponents disappear when eaten by Charizard and avoid resizing him, but in order to do it i had to modify EVERY CHARACTERS (Pac and MotionEtc) so it took a huge amount of time. Of course it can't be released like that, i must do something into Fighter.pac to make it, it is the only way, this file can be modified but not saved for now...

So i worked on my version 1 to make it well balanced, you can check videos above but they don't show how it is now.
Here are the details :
-Throw behind : 9% damages, high knockback, original animation
-Throw forward : 10% damages, average knockback, original animation
-Throw high : 11% damages, average knockback, original animation
-Throw low : 13% damages, low knockback, charizard spits out his opponent on the ground while raising his right foot then stomps on him.
-Grab attack : Damages given depends on current damages of Charizard, as well as how many damages he recovers for each grab attack. Low speed. Charizard rubs his belly and fire escapes out of his mouth.
0% to 149% = 3% damages inflicted and 2% damages recovered
150% to 299% = 4% damages inflicted and 2% damages recovered
300% to 449% = 4% damages inflicted and 3% damages recovered
450% to 599% = 5% damages inflicted and 3% damages recovered
600% to 749% = 5% damages inflicted and 4% damages recovered
750% to 899% = 6% damages inflicetd and 4% damages recovered
900% and more = 6% damages inflicted and 5% damages recovered

It is ready to be submitted in brawlvault but people must show a real interest (like the one who posted here) in my project and my other works otherwise i won't give any download link. That's simple, post here, download some of my hacks. Check my signature and you'll have an idea of when it could be released.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 10, 2012, 06:58:13 AM
My project has been paused for a while and i recently started to work on it again.
This is still version 1 as my version 2 needs a modification into the Fighter.pac to be complete (no giant charizard anymore).
Anyway i found an other way to make opponents disappear when eaten by Charizard and avoid resizing him, but in order to do it i had to modify EVERY CHARACTERS (Pac and MotionEtc) so it took a huge amount of time. Of course it can't be released like that, i must do something into Fighter.pac to make it, it is the only way, this file can be modified but not saved for now...

So i worked on my version 1 to make it well balanced, you can check videos above but they don't show how it is now.
Here are the details :
-Throw behind : 9% damages, high knockback, original animation
-Throw forward : 10% damages, average knockback, original animation
-Throw high : 11% damages, average knockback, original animation
-Throw low : 13% damages, low knockback, charizard spits out his opponent on the ground while raising his right foot then stomps on him.
-Grab attack : Damages given depends on current damages of Charizard, as well as how many damages he recovers for each grab attack. Low speed. Charizard rubs his belly and fire escapes out of his mouth.
0% to 149% = 3% damages inflicted and 2% damages recovered
150% to 299% = 4% damages inflicted and 2% damages recovered
300% to 449% = 4% damages inflicted and 3% damages recovered
450% to 599% = 5% damages inflicted and 3% damages recovered
600% to 749% = 5% damages inflicted and 4% damages recovered
750% to 899% = 6% damages inflicetd and 4% damages recovered
900% and more = 6% damages inflicted and 5% damages recovered

It is ready to be submitted in brawlvault but people must show a real interest (like the one who posted here) in my project and my other works otherwise i won't give any download link. That's simple, post here, download some of my hacks. Check my signature and you'll have an idea of when it could be released.
look into mariodk gotenks  he can make oponents disapear  while not doing fighter pac changes or the rest its on the trown animations i think just check the codding or animation thats my guess.


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 10, 2012, 07:37:00 AM
You can't be serious...
In a very old topic i asked for a way to make characters disappear during grabs. mariodk told  me to try something. I tried but it didn't work. After that he said :
then its not possible
I'm gonna check this Gotenks (i suppose it's in the vault and there must be a topic somewhere) to see if there is something interesting.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 10, 2012, 08:54:38 AM
You can't be serious...
In a very old topic i asked for a way to make characters disappear during grabs. mariodk told  me to try something. I tried but it didn't work. After that he said :I'm gonna check this Gotenks (i suppose it's in the vault and there must be a topic somewhere) to see if there is something interesting.
its on the vault under lucas gotenks has 2 trows that make the oponent invisible


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 10, 2012, 10:40:49 AM
I found a video about this hack and checked it.
I'm afraid it won't be useful for me as it concerns throws only. I have to make a character disappearing immediately when grabbed.
Also when i wanted to open FitLucas.pac with PSA i had an "unable to locate file data" error.
With the (very simple) modifications i planned to do in fighter.pac, i'm gonna succeed, of course when brawlbox will be able to save modifications into this file.
An other way would have been a Charizard over Snake as characters have separate animations and subactions when grabbed by Snake. But i made a thread to ask for a Charizard over Snake, as i saw that some characters were already ported over other characters (and i don't really like Snake), but no one replied.
Anyway thank you for your attempt to help me. It's good to see that there are people who care for my project.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 10, 2012, 11:23:29 AM
I found a video about this hack and checked it.
I'm afraid it won't be useful for me as it concerns throws only. I have to make a character disappearing immediately when grabbed.
Also when i wanted to open FitLucas.pac with PSA i had an "unable to locate file data" error.
With the (very simple) modifications i planned to do in fighter.pac, i'm gonna succeed, of course when brawlbox will be able to save modifications into this file.
An other way would have been a Charizard over Snake as characters have separate animations and subactions when grabbed by Snake. But i made a thread to ask for a Charizard over Snake, as i saw that some characters were already ported over other characters (and i don't really like Snake), but no one replied.
Anyway thank you for your attempt to help me. It's good to see that there are people who care for my project.
thats becuase that was done in bb psa you cant use the psa program after changing  it on bb  the only char that makes oponents invisble when it grabs is youshi you can only make them invisble by throws  so you dont have a bunch of trouble


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 23, 2012, 10:57:03 AM
the only char that makes oponents invisble when it grabs is youshi
Until i'll be able to modify Fighter.pac.
I guess the best thing i can do for now is waiting for a new version of Brawlbox.

And for now... this is it, V1 has been released !
I think it can work for PAL brawl but there may be SFX issues.
If there are enough requests i'll make a PAL version.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 23, 2012, 12:51:29 PM
Until i'll be able to modify Fighter.pac.
I guess the best thing i can do for now is waiting for a new version of Brawlbox.

And for now... this is it, V1 has been released !
I think it can work for PAL brawl but there may be SFX issues.
If there are enough requests i'll make a PAL version.
every psa works for pal im pal xD the only thing we lose is the sfx since the id is diferent so all my hacked brawl has no sound :P


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 23, 2012, 01:56:20 PM
Carnage there is something you must know. And everyone must know it.
As i couldn't find a NTSC-US FitPokeLizardon.pac which could be opened by PSA, i had to download a PAL file and i edited all SFX ids to match with NTSC-US.
It took a very, very long time.
By the way... please don't quote a full message, it's useless and takes a lot of space. Moderator habit, i couldn't resist  ;)


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 23, 2012, 02:27:38 PM
i know we can edit all the sfx ids but i dont have the patience and very few people do so lol


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 25, 2012, 10:47:48 AM
Hmm...
I had a comment on Youtube from someone who tried my hack with his PAL brawl. He told me that there were SFX issues, but he was aware of it, but he also told me that Charizard don't grow up during his grab...
Carnage you have PAL brawl right ? Does this happen to you ?


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 25, 2012, 11:29:03 AM
i actualy didnt test the moveset but i can garante you that the only diference between ntsc and pal are rels and sfx ids  i havent hooked up my wii in some time lol


Title: Re: My first PSA and Moveset project
Post by: MisterD on October 25, 2012, 03:25:03 PM
Wow! this PSA is awesome! but i have a little problem... when i use it in my brawl i cant control charizard (hi disobeys me lol), he just do his wait animation... Anyway i think is because im a PAL user or maybe im doing something wrong... I hope PAL version comes out soon and again, awesome PSA!


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 25, 2012, 03:30:48 PM
Wow! this PSA is awesome! but i have a little problem... when i use it in my brawl i cant control charizard (hi disobeys me lol), he just do his wait animation... Anyway i think is because im a PAL user or maybe im doing something wrong... I hope PAL version comes out soon and again, awesome PSA!
pal doesnt change anything besides the sound ids the pal version  would only make him sound right on pal ssbb no movesets changes


Title: Re: My first PSA and Moveset project
Post by: MisterD on October 25, 2012, 04:06:59 PM
Hmm... I see

then i did something wrong...Well, guess i`ll figure it out later... thanks anyway Carnage!


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 26, 2012, 12:38:51 AM
Don't worry PAL users, i'm working on a version from PAL files.
Nothing really hard to do, i just need time.

Edit : Ouch, i talked too fast... i downloaded 5 FitPokeLizardon.pac, 4 of them couldn't be opened (Error reading file) and the last one was modified and NTSC-US.
Someone must give me a working PAL file otherwise i won't be able to make a PAL version.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 26, 2012, 03:32:20 AM
Don't worry PAL users, i'm working on a version from PAL files.
Nothing really hard to do, i just need time.

Edit : Ouch, i talked too fast... i downloaded 5 FitPokeLizardon.pac, 4 of them couldn't be opened (Error reading file) and the last one was modified and NTSC-US.
Someone must give me a working PAL file otherwise i won't be able to make a PAL version.
well charizard normaly cant be opened in psa unless its 1.3 you can open it on bb and see the ids


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 26, 2012, 04:16:02 AM
Did you forget ?
As i couldn't find a FitPokeLizardon.pac for NTSC-US, i used a PAL and changed all SFX IDs... And this one worked with PSA 2.7 !
And now i need a PAL and can't find one.
You say PSA 1.3 can open it, i'm going to find this version. I don't want to use BB because it makes files unable to be read by PSA and seems to corrupt them as it makes the game freeze even with 1 line of code modified.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 26, 2012, 06:47:26 AM
Did you forget ?
As i couldn't find a FitPokeLizardon.pac for NTSC-US, i used a PAL and changed all SFX IDs... And this one worked with PSA 2.7 !
And now i need a PAL and can't find one.
You say PSA 1.3 can open it, i'm going to find this version. I don't want to use BB because it makes files unable to be read by PSA and seems to corrupt them as it makes the game freeze even with 1 line of code modified.
you can open the pal on on bbx and see the ids and then change then on your ntsc one but i never heard of a lizardon.pac that worked on 2.7 lol you must have found a version that they custoom changed something to make it work somehow


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 26, 2012, 09:29:43 AM
I knew i didn't delete PSA V1.3 and... wow, it is able to open the PAL file which is in the vault.
That will make things a lot easier, thanks for telling me to use this version of PSA.
I didn't want to edit all SFX again...
P.S : What did i say about quoting...

Edit : PAL version done.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 26, 2012, 01:17:11 PM
cant help the quote it fells natural :P


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 26, 2012, 01:48:28 PM
Yeah i noticed, he he.
Anyway i noticed something really interesting, saving a .pac file with PSA V1.3 makes this file readable by the latest version of PSA.
Now to go back to the main subject (my project) i'm waiting for Brawlbox to be updated so i would be able to make my V2 (well i hope). I can't wait to get back to work on my project. Everything has been prepared to modify fighter.pac. I know exactly what to do.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 26, 2012, 02:17:06 PM
i dont think bb will be able to modify the fighter pac since bj will only update it one more time and he didnt say anything about the fighter pac


Title: Re: My first PSA and Moveset project
Post by: MisterD on October 26, 2012, 08:56:30 PM
Yes!! Im able to use the hack!

 I had to download it again, then i realized that PAL version was posted, and i downloaded that one..
 
Thanks for the PAL version Chaoszard, it works perfectly fine!


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 27, 2012, 01:16:01 AM
No problem MisterD, i like when a hack works for everyone. And i'm glad to hear that everything works perfectly for you.


Title: Re: My first PSA and Moveset project
Post by: BroidiTR1 on October 27, 2012, 03:21:38 AM
I'm PAL user &  :D THIS is just what I have trying to find out: PAL PSA with working SFX in Gecko OS!!! Thanks to this "Hungry Charizard PSA / Moveset V1 (PAL)"! Yeah!! (Down throw still freeze the game...)

The thing is that I have trying to find out that IS IT POSSIBLE to get SFX to work with PSA characters using Gecko OS + PAL. I have made even own topic for that problem: http://forums.kc-mm.com/index.php?topic=49142.0 (http://forums.kc-mm.com/index.php?topic=49142.0)

This Hungry Charizard PSA is the first proof for ME that there is a way to get SFX to work with PAL users.

So... Can you help me Chaoszard? I'm interesting to learn HOW to change NTSC PSA to PAL. What I need to do that?
I just realize that it might be easier to mod PAL file that change all SFX in NTSC file. You agree? I'm not coder or really good hacking, just simple BrawlBox user, but I learn.
"Just replaze stuff in NTSC file to PAL file", right, right???...

:/ If there's just a way that every PSA makers make always NTSC & PAL version they hacks. That need to be writed in BRAWL VAULT rules.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 27, 2012, 03:26:03 AM
I'm PAL user &  :D THIS is just what I have trying to find out: PAL PSA with working SFX in Gecko OS!!! Thanks to this "Hungry Charizard PSA / Moveset V1 (PAL)"! Yeah!! (Down throw still freeze the game...)

The thing is that I have trying to find out that IS IT POSSIBLE to get SFX to work with PSA characters using Gecko OS + PAL. I have made even own topic for that problem: [url]http://forums.kc-mm.com/index.php?topic=49142.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=49142.0[/url])

This Hungry Charizard PSA is the first proof for ME that there is a way to get SFX to work with PAL users.

So... Can you help me Chaoszard? I'm interesting to learn HOW to change NTSC PSA to PAL. What I need to do that?
I just realize that it might be easier to mod PAL file that change all SFX in NTSC file. You agree? I'm not coder or really good hacking, just simple BrawlBox user, but I learn.
"Just replaze stuff in NTSC file to PAL file", right, right???...

:/ If there's just a way that every PSA makers make always NTSC & PAL version they hacks. That need to be writed in BRAWL VAULT rules.

there was always a way you can even do it yourself its just open 2 files of the same char  then see the sfx id on the pal one and change it on the ntsc and do it to all the ids(this takes awhile :S since  there are tons of ids) you cant forrce ppl to make pal files wich is extremely boring having to loose 30 mins or more changing sfx ids


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 27, 2012, 03:34:12 AM
If there's just a way that every PSA makers make always NTSC & PAL version they hacks. That need to be writed in BRAWL VAULT rules.
I agree with you on this.
I always used PAL brawl (my original disc) and when i discovered brawl hacking i was so disappointed to see that most of cheat codes (several years ago) and hacks were for NTSC-US. That's why i decided to use a NTSC-US brawl.
I'll check your topic and i think this will be the best place to talk about what you asked.

And for the latest reply... it took me 5 minutes only to copy/paste my hack to a PAL file  ;)
Nothing hard, find a PAL file and copy/paste things that changed. Of course if there are SFX changes, get a list of PAL SFX IDs and compare with a list of NTSC-US SFX IDs.


Title: Re: My first PSA and Moveset project
Post by: Carnage on October 27, 2012, 02:03:06 PM
I agree with you on this.
I always used PAL brawl (my original disc) and when i discovered brawl hacking i was so disappointed to see that most of cheat codes (several years ago) and hacks were for NTSC-US. That's why i decided to use a NTSC-US brawl.
I'll check your topic and i think this will be the best place to talk about what you asked.

And for the latest reply... it took me 5 minutes only to copy/paste my hack to a PAL file  ;)
Nothing hard, find a PAL file and copy/paste things that changed. Of course if there are SFX changes, get a list of PAL SFX IDs and compare with a list of NTSC-US SFX IDs.
well fulls psas have tons of stuff on all the attacks actions and so on  if you try that with hacks like even have article stuff edited you better change the ids only


Title: Re: My first PSA and Moveset project
Post by: BroidiTR1 on October 28, 2012, 04:55:02 AM
;D THANKS Chaoszard!! I got my first NTSC to PAL convert to work (almost perfectly, but I'm a right direction now)! I use that "Smash Attacks (PSA)" program to change NTSC "Peachs Cinematic Final Smash" SPA to PAL version. I only change the FINAL SMASH attack and got it somehow to work (air final smash still not work, but I'm working on it...), this TEST was SUCCESSFUL!! :kdance: Thank again!


Title: Re: My first PSA and Moveset project
Post by: Chaoszard on October 28, 2012, 12:58:42 PM
Glad to know that everything is going well thanks to my help :)


Title: Re: Chaoszard's PSA / Moveset projects [working on : Super Counter for Ike]
Post by: BroidiTR1 on October 29, 2012, 12:59:03 PM
ONE LAST THING:
Any ideas how to change PSA's "dying SFX"?
I'm still testing this "Peachs Cinematic Final Smash" SPA, this time I have change every SFX's NTSC to PAL. PSA works perfectly now, only "dying SFX" missing (that shout/scream when Peach fall out of stage).

I have trying to find a solution, so far I have found that I might need to use HEX EDITOR for that. Do you guys have solution for this problem? (I think that Gecko OS dosen't like hex editions, so I'm just glad to get this far for now :) )


Title: Re: Chaoszard's PSA / Moveset projects [working on : Super Counter for Ike]
Post by: Chaoszard on October 29, 2012, 01:18:57 PM
It's not the best place for asking help. It's my projects thread.
All i can say is even with right SFX IDs, i have a missing SFX for Charizard (during a victory pose). It does not bother me. But a dying SFX... i don't know how to help you this time.


Title: Re: Chaoszard's PSA / Moveset projects [working on : Super Counter for Ike]
Post by: chocodino on October 29, 2012, 04:02:48 PM
this are really good.......can you tell me how to do this kind of thing, or a good place where I can learn how to do this, I have some ideas I want to try with lot's of characters when they reach certain hit %


p.s. I love your Ike  ;)


Title: Re: Chaoszard's Lair [Brawl hacking PAUSED, see my latest reply]
Post by: SonicWolf on January 09, 2013, 05:34:12 PM
Hungry Charizard is giving me an idea for a silly moveset for Wolf. Gotta learn how to make the opponent tiny. to do so tho. I wanna make him eat the oponent then by Down Throwing you can actually keep the opponent stuck in your stomach & you can keep doing so until you use Down-B which would make them fall straight down. :-P

It's more for laughs but I think it will be quite funny at times.


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: Chaoszard on January 14, 2013, 12:33:35 PM
Oh i didn't notice this reply before.
Yeah this would be so funny and awesome, but i'm afraid you made a misunderstanding, opponents don't shrink down in my Hungry Charizard PSA, it's Charizard who grows up.
Anyway you can make an opponent tiny by forcing a new or existing animation during the move, where you can resize him. However, i don't know how to make it without leading to a crash or an opponent stuck forever to the character.

I'd also like to say that i'm back (a bit) in brawl hacking with some random PSA/movesets i made (totally or partially) during my pause (which was not really a pause in fact !).

They will be small projects as usual, and, of course, for both PAL and NTSC-US regions.
I almost finished a better ganondorf, check details in the 1st page.

And to conclude, something really important that i had to mention before, all things are do are tested with MY settings, the most important is the knockback : i usually play with a knockback of 50% or less.
So don't be surprised if with normal settings some attacks have an overpowered knockback and/or damages.


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: SonicWolf on January 14, 2013, 07:39:08 PM
The moveset is basicly based around the character eating the opponent then getting him/her out one way or another. Then doing the same. Maybe something like say for bowser he could grab them then breath fire on them for the attack then by throwing them they will be in his stomach till you do a Up or Down B. If what I'm thinking of is correct it should make it so you can eat up to 3 characters without them ever leaving your stomach. Also if I learn anything to help you with your Hungry Charizard PSA would you like me to tell you? It would be something like making the opponent tiny or adding mutiple opponents in your stomach at once or basicly something that will keep the character the same size while getting the job done.


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: Chaoszard on January 15, 2013, 01:10:10 AM
You have really interesting ideas, i'd love to see a charizard doing what you said !
And you know what ? I gave Giga Bowser (for a long time, even before making my Hungry Charizard) a similar attack instead of his side B, that was not really hard as he's already huge, and the attack ends by spitting the opponent towards the ground at a 45° angle, which means spike if done close to the edge. But... i couldn't get rid of the sliding effect when Giga Bowser and/or the opponent move to the left or right during the attack.
Hmm, i may release it someday, it could be fun. But with minor changes as it's a bit overpowered for now.

Anyway if you could help me doing this it would be great. But each time i want to go farther i have to edit Fighter.pac ! I have no way to modify this file. If i had, i'd have already made new actions where i could have called new subactions (or some that already exist). And i'd have succeeded.


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: SonicWolf on January 15, 2013, 11:22:08 AM
Well for something I'm expiramenting with is controling the opponent during throws.  I'm thinking if I can make them tiny like that I might be able to for others. & lol I thought up a funny name for the Wolf version of it :D "Hungry Like The Star Wolf" like the song "hungry like the wolf".


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: Chaoszard on January 16, 2013, 06:49:49 AM
In fact i know exactly what to do. I discovered by accident a way to have a character sticked forever onto another character until he takes a hit.
But each time i have to modify Fighter.pac, this is where i'm always blocked.
If you find another way to do it...


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: SonicWolf on January 16, 2013, 10:50:02 AM
Have you tried the Fit(fighter)MotionEct.pac? If not try editing the animations of "ThrownDX" there are a few but as far as I know they control what the opponent does during the throw. Only problem is they can only control the Up Down Back & Forward throws not the grab. But I think there is a way around that by making the throws be the eating part & grabing is normal-ish.


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: Chaoszard on January 16, 2013, 11:36:02 AM
The main issue is that will affect all characters, and this file does not contain all animations, some of them are missing.
I need to use another animation for this, for example one of Snake's capture animations (he's got a lot and i find some of them useless).
But in order to to it i have to add a new action in Fighter.pac which will change the subaction of grabbed character to one of Snake's, where i would be able to shrink him down or make him disappear.


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: Carnage on January 16, 2013, 12:07:23 PM
The main issue is that will affect all characters, and this file does not contain all animations, some of them are missing.
I need to use another animation for this, for example one of Snake's capture animations (he's got a lot and i find some of them useless).
But in order to to it i have to add a new action in Fighter.pac which will change the subaction of grabbed character to one of Snake's, where i would be able to shrink him down or make him disappear.
shouldnt make psas using the fighter.pac its still to buggy and some codesets dont even read the fighter.pac


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: Chaoszard on January 16, 2013, 12:39:16 PM
Alright, then... any suggestion to make possible what i want to do ?


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: SonicWolf on January 17, 2013, 02:26:03 PM
I've been doing this & if you do this you can control the opponent as well as resize them just like if you were editing their MotionEct.pac's. Also by doing this you can do this for this one character. For example. If you edit say... Bowser's then you choose Bowser & say Mario (just keeping with the series) If you edit Bowser's Down Throw then if Mario does a Down throw it won't happen but if Bowser does it then it will. It works wonders if you do so cuz then you don't have to worry about any other character. Only down side is it looks weird in BB cuz it represents all characters on Bowser so his leg could be going thru his head :-\


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: Chaoszard on January 18, 2013, 12:37:44 AM
Ok so you seem to have an idea on what to modify ! The question is : what should i modify in the motion file ? Throws are not really editable, the only thing i can do is move the ThrowN bone so it will move the character who is thrown, but changing scales of this bone won't resize the opponent, i already tried !


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: SonicWolf on January 18, 2013, 10:17:30 AM
You know those weird animations? "ThrownDXu" or something like that is what they are called. If you edit those animations you could (maybe) make the opponent smaller or larger by scaling Bowser/Wolf/Charizard/Giga/whoever down alot. As long as you know where the mouth, stomach neck, ect is it should be no problem but since you'd have to edit it without seeing what is happening in the animation it's tough to do.


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: Chaoszard on January 18, 2013, 01:46:53 PM
Ah, the thrown animations. I'm afraid a lot of them are common to all characters. There are special thrown animations for Snake, Ganon, Wario for example, but in the case of Charizard and also Bowser, they use the common animations, so it's not possible. I already thought about that and couldn't do anything that wouldn't affect all characters.
There is another solution though, i asked it in a request thread, and NO ONE replied : Charizard ported over Snake.
I'm afraid i'm still blocked with this for now.


Title: Re: Chaoszard's Lair [currently : Super Ganon PSA + Moveset]
Post by: SonicWolf on January 18, 2013, 02:20:44 PM
Well I think that the animations that the opponent does when you have control of them is not part of those kinds of animations. Meaning if you wanted to use say Jiggly's down throw on everyone it will still be the same for each character. Including Snake Ganon & Wario.


Title: Re: Chaoszard's Lair [currently : Randomchu PSA]
Post by: Chaoszard on February 27, 2013, 09:35:27 AM
Randomchu PSA released for both NTSC-US and PAL regions.
I noticed something i forgot for NTSC-US version when doing the PAL version, that made side smash glitchy. It has been fixed so you can download it again.


Title: Re: Chaoszard's Lair [currently : Giga Beast PSA + Moveset]
Post by: MarioStar+ on February 27, 2013, 12:46:27 PM
Ok thanks. :)


Title: Re: Chaoszard's Lair [Current : Grab specialized Yoshi]
Post by: Chaoszard on October 27, 2013, 08:32:42 AM
Grab specialized Yoshi (for NTSC-US) released today.
Working on the PAL version which will come soon.
Any issue/comments ? Feel free to post them here.