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Super Smash Bros. Brawl Hacking => Programming => Topic started by: Don Jon Bravo on June 09, 2013, 05:48:24 PM



Title: New Soul Calibur/Tekken Engine V1.0 Released
Post by: Don Jon Bravo on June 09, 2013, 05:48:24 PM
http://youtu.be/qzB1i_w3e-8 (http://youtu.be/qzB1i_w3e-8)
outdated video.  new video on pg2.

So how does it work:
Simple.
If you have ever played tekken or Soul Calibur you must be familiar with the ability of changing axis in game.  Well this code does the same.  You can change axis of battle when you shield.  Its still a work in progress but i havent received any glitches.
Original code is by Phantom wings, I made some edits to make the code switch in game.
The codes are finished but I wont release them yet because I plan to add more axis options and am currently looking for a camera sensitive code to go with it if possible.
Also:
Poll


Title: Re: New Soul Calibur/Tekken Engine
Post by: SonicBrawler on June 09, 2013, 06:09:47 PM
nice


Title: Re: New Soul Calibur/Tekken Engine
Post by: Spex130 on June 09, 2013, 06:23:04 PM
That's pretty cool.

I'd imagine that the collisions still stay the same though. Do they?


Title: Re: New Soul Calibur/Tekken Engine
Post by: Chaos_Knight on June 09, 2013, 06:27:51 PM
But I wonder how will certain stages such as Final Destination and Battlefield will work out...


Title: Re: New Soul Calibur/Tekken Engine
Post by: Leon Exodio on June 09, 2013, 06:28:27 PM
this just may open more ideas for stage hacking


Title: Re: New Soul Calibur/Tekken Engine
Post by: Don Jon Bravo on June 09, 2013, 06:29:02 PM
That's pretty cool.

I'd imagine that the collisions still stay the same though. Do they?
But I wonder how will certain stages such as Final Destination and Battlefield will work out...
yep.
it rotates the axis at some degree
works well in stages like this one, or squared ones too
if the stage is rectangular(like final destination),  when you activate the change of axis the characters look like they are floating on the sky when close to the edge because of the collisions
I was trying to compile a final destination stage and edited it to go from rectangular to squarish by editing the scale of the bones but i couldnt see any changes in game to the stage, it was a fast test though. I might have done something wrong.  If somebody knows how to do this via brawlbox help me out lol
it might also be possible to make a code that makes all stages "squarish" for the purpose of this code
this just may open more ideas for stage hacking
stage hackers rejoice


Title: Re: New Soul Calibur/Tekken Engine
Post by: PhantomWings on June 09, 2013, 08:54:33 PM
Hey, this is pretty cool.

When I first made the angle axis code, I originally had a vision of something to the effect of a "Hold R to Freerun" code in the same vein as the battle systems from some of the later installments in the Tales series. But there turned out to be way too many things that would need to be refactored such as knockback directions and stage colliisions. I also didn't have access to any trigonometric functions at the time, so I had no way to map joystick direction to character angle. Given how far Brawl hacking has come, it'd be cool to one day try go back and try to do it...

Anyways, what you have here is really neat. I also saw that you managed to get the old FP 4.0 code working. I'm a bit surprised because I don't even remember completing it - let alone making a post releasing it.

Nice job MW.


Title: Re: New Soul Calibur/Tekken Engine
Post by: Shun_One on June 09, 2013, 09:07:12 PM
This is really cool, if only from a visual stand-point. It makes battles look a lot more dynamic, for sure.


Title: Re: New Soul Calibur/Tekken Engine
Post by: KingJigglypuff on June 10, 2013, 09:38:38 AM
Nice!

So how does Sonic's Homing Attack or Samus' Homing Missile work? xD


Title: Re: New Soul Calibur/Tekken Engine
Post by: Akeno/Archer on June 10, 2013, 11:21:35 AM
Wonderful ! :af2:


Title: Re: New Soul Calibur/Tekken Engine
Post by: Don Jon Bravo on June 11, 2013, 07:28:47 PM
Hey, this is pretty cool.

When I first made the angle axis code, I originally had a vision of something to the effect of a "Hold R to Freerun" code in the same vein as the battle systems from some of the later installments in the Tales series. But there turned out to be way too many things that would need to be refactored such as knockback directions and stage colliisions. I also didn't have access to any trigonometric functions at the time, so I had no way to map joystick direction to character angle. Given how far Brawl hacking has come, it'd be cool to one day try go back and try to do it...

Anyways, what you have here is really neat. I also saw that you managed to get the old FP 4.0 code working. I'm a bit surprised because I don't even remember completing it - let alone making a post releasing it.

Nice job MW.
thanks
when i first saw this code, i wondered why no one had thought about doing something similar to what im doing

about file patch 4
it works
the reason why you were getting freezes with bowser, icc, and all transforming characters is because you were using a Japanese sound brsar to test(which is what you were limited to at the time)
I'm assuming its not compatible with the ntscu version of this game.
I used an english sound brsar and modified it with brawlbox, and it worked.
it doesnt like some type of hacks though, which i havent really looked into for a while, and there were some random initial crashes before going into the css

btw did you know about dolphins cheat manager
its almost the same as wiird except you can do it all in your pc with a backup of your ssbb game
it would be nice to see you back in action
Nice!

So how does Sonic's Homing Attack or Samus' Homing Missile work? xD
everything works the same
except in a different angle


Title: Re: New Soul Calibur/Tekken Engine
Post by: Shun_One on June 11, 2013, 11:12:43 PM
about file patch 4
it works
Are you referring to your edited File Patch 4 or the original? If it's the original, I suppose I'll run a few tests of my own to double check it.


Title: Re: New Soul Calibur/Tekken Engine
Post by: Don Jon Bravo on June 12, 2013, 05:17:38 PM
the original file patch 4
i did an edit but i dont think it did any help


Title: Re: New Soul Calibur/Tekken Engine
Post by: ThatAintFalco on July 06, 2013, 08:45:21 AM
this goes hella haarrrrd! but tha Preview video should show off the codes alot more. i didnt kno wut the video was about until like, halfway thru.


Title: Re: New Soul Calibur/Tekken Engine
Post by: Oni Kage on July 10, 2013, 12:04:16 AM
wow, this is pretty cool. i think someone from the gscentral forums made a similar code, back when the file patch code was only a year or so old. i like it!


Title: Re: New Soul Calibur/Tekken Engine
Post by: libertyernie on July 12, 2013, 06:41:41 PM
neat!


Title: Re: New Soul Calibur/Tekken Engine
Post by: Don Jon Bravo on July 12, 2013, 07:14:36 PM
(http://i.imgur.com/6g5oI6v.jpg)


Im looking for the values to get the light green axis before i release the codes.  The black lines are ready, as you can see in the video.

The values in the dark green i will only work with if i am able to include a code that also changes the camera view, making it shift so that you can see the characters in their new axis.


Title: Re: New Soul Calibur/Tekken Engine
Post by: Mr.Misfortune on November 01, 2013, 07:27:44 PM
Dude this hack is freaking awesome man!


Title: Tekken Engine V1.0 released
Post by: Don Jon Bravo on May 30, 2015, 11:03:06 PM
So....
I decided to finish something...

Soul Caliber/Tekken Engine 1.0 (Don Jon, Phantom Wings, Bully)
wiimote/wiimote+nunchuck
Code:
F6000001 80008180
70E09FFF 807F0000
D2000004 00000002
807F0000 3D808000
B06C1602 00000000
E0000000 80008000
28001602 00000808
4A000000 8072E8AC
14000000 D0430014
CC000000 00000001
E0000000 80008000
28001602 00000804
C272E8AC 00000002
FC400000 FC401050
D0430014 00000000
CC000000 00000001
E0000000 80008000
28001602 00000801
4A000000 8072E8AC
14000000 D0030014
CC000000 00000001
E0000000 80008000
GameCube controller
Code:
F6000001 80008180
A0640000 7C05F22E
D2000004 00000002
7C05F22E 3D808000
B00C1600 00000000
E0000000 80008000
28001600 000000A1
4A000000 8072E8AC
14000000 D0430014
CC000000 00000001
E0000000 80008000
28001600 000000A2
C272E8AC 00000002
FC400000 FC401050
D0430014 00000000
CC000000 00000001
E0000000 80008000
28001600 000000A4
4A000000 8072E8AC
14000000 D0030014
CC000000 00000001
E0000000 80008000

Simply use both codes for all controllers

(http://i.imgur.com/3AfdB1sm.png)

https://youtu.be/VWQ1fioVNZg (https://youtu.be/VWQ1fioVNZg)

These codes give you control of up to three-in-game axis.
Best for 'round' or 'squarish' stages

How to activate:
The coding is set up to work by triggers

Wiimote:  
axis 1=   'left'+A
axis 2=   'right'+A
axis 3=   'down'+A

Gamecube
axis 1=   'left-'+R
axis 2=   'right'+R
axis 3=   'down'+R

Wiimote+nunhuck:  
axis 1=   'up-dpad'+A
axis 2=   'down-dpad'+A
axis 3=   'left-dpad'+A

There is a video above if youre interested

This probably marks my retirement from brawl hacking
for a while
Enjoy and hopefully this hack gets useful


Title: Re: New Soul Calibur/Tekken Engine V1.0 Released
Post by: Tyshy on May 31, 2015, 08:17:09 PM
This looks nice good job


Title: Re: New Soul Calibur/Tekken Engine V1.0 Released
Post by: Leon Exodio on May 31, 2015, 11:00:08 PM
Looks like when im off from work ill be playing brawl