Title: Project M Codes Post by: SonicBrawler on April 27, 2014, 06:12:29 PM before I say anything else, I am going to start this off by saying I DID NOT make these. i have been dissecting the Project M GCT to get these. No, i will not do the clone engine.
Turbo Mode All Star Versus Title: Re: Projet M Codes Post by: Nebulon on April 27, 2014, 06:55:47 PM Hmm... does this mean that with these codes we can use them in normal Brawl? I'd imagine Turbo mode would need some images to designate it as such in the game... or is this just for defining purposes?
Title: Re: Projet M Codes Post by: SonicBrawler on April 27, 2014, 07:14:09 PM Hmm... does this mean that with these codes we can use them in normal Brawl? I'd imagine Turbo mode would need some images to designate it as such in the game... or is this just for defining purposes? yeah. i posted these so that they can be used with vbrawl, brawl minus, etc. You dont need images unless u want to change the turbo mode color of the aura or curry image, etc Title: Re: Projet M Codes Post by: Nebulon on April 27, 2014, 07:19:01 PM yeah. i posted these so that they can be used with vbrawl, brawl minus, etc. You dont need images unless u want to change the turbo mode color of the aura or curry image, etc Oh, I see. How do you activate it in game? I only play Project M once and I never did Turbo mode. Title: Re: Projet M Codes Post by: SonicBrawler on April 27, 2014, 07:23:36 PM Oh, I see. How do you activate it in game? I only play Project M once and I never did Turbo mode. either go to Curry mode or get the curry item ingame Title: Re: Projet M Codes Post by: Nebulon on April 27, 2014, 08:35:46 PM either go to Curry mode or get the curry item ingame And this differs from Bunny Hoods? Is this like a more playable Bunny Hood mode? Or does it affect other things? Title: Re: Projet M Codes Post by: Mansta8 on April 27, 2014, 10:46:06 PM Turbo makes all landed hits able to cancel into another attack.
Title: Re: Projet M Codes Post by: Nebulon on April 27, 2014, 11:03:20 PM Turbo makes all landed hits able to cancel into another attack. Sold. :) Title: Re: Projet M Codes Post by: HaloFanODST on April 27, 2014, 11:06:19 PM Do we need to put them like that?
Or can we put them into 1 single code? I mean: Turbo Mode (Dantarion, DS22, Magus, standardtoaster) and Lucario OHC (Dantarion, DS22, Magus, standardtoaster) Title: Re: Projet M Codes Post by: Nebulon on April 28, 2014, 07:07:03 AM The Turbo mode works :) The time between attacks is much smaller. Is there a designated move cancelling technique to say button combo that this activates? Like if I oush Z during a longer attack can I cancel it? Or is this just for inbetween attack time?
Title: Re: Projet M Codes Post by: Akeno/Archer on April 28, 2014, 10:26:18 AM Actually, it's like a super quick on-hit-combo. So, you have to make your hits connect between each other... Though I wonder if it doesn't have weird side effects for Marth/Roy...
If a hit doesn't connect, it will be at the same speed and won't be interruptable. Title: Re: Projet M Codes Post by: Nebulon on April 28, 2014, 10:29:12 AM Actually, it's like a super quick on-hit-combo. So, you have to make your hits connect between each other... Though I wonder if it doesn't have weird side effects for Marth/Roy... If a hit doesn't connect, it will be at the same speed and won't be interruptable. Ah, I see. That makes a lot more sense considering my results from my test... Ahahaha... I'm gonna make a replacement for the Curry option in special abtawl and make it say Turbo just for this. What common is it in? Title: Re: Projet M Codes Post by: Dantarion on April 28, 2014, 10:48:18 AM Sigh....none of the above people actually told you to release our work. Its kinda annoying that you continue to do this even after my response to you last time.
Almost like you have no respect and just want internet points without spending effort. You have no idea who made the codes, how they work, or anything, and your credits are just a wild guess, so you listed all the people in Project M that typically make ASM codes. Good job. Title: Re: Projet M Codes Post by: Akeno/Archer on April 28, 2014, 11:30:31 AM Ah, I see. That makes a lot more sense considering my results from my test... Ahahaha... I'm gonna make a replacement for the Curry option in special abtawl and make it say Turbo just for this. What common is it in? Common2.pac sirTitle: Re: Projet M Codes Post by: Kyouma on April 28, 2014, 12:26:35 PM I was going to say "inb4 pm developers yelling at this thread" but it happened before I commented it lol
Title: Re: Projet M Codes Post by: Rosetta-Hime on April 28, 2014, 01:46:13 PM Yes! Now I can get rid of PM and go back to vBrawl! Yes, I only liked it because of Turbo Mode.
Title: Re: Projet M Codes Post by: Akeno/Archer on April 28, 2014, 03:16:25 PM I was going to say "inb4 pm developers yelling at this thread" but it happened before I commented it lol ^This, you totally said my mind, but I didn't want to be that guy who starts an argument...*Peaceful person ahead* Title: Re: Projet M Codes Post by: SonicBrawler on April 28, 2014, 04:10:50 PM Sigh....none of the above people actually told you to release our work. Its kinda annoying that you continue to do this even after my response to you last time. Almost like you have no respect and just want internet points without spending effort. You have no idea who made the codes, how they work, or anything, and your credits are just a wild guess, so you listed all the people in Project M that typically make ASM codes. Good job. Lol I thought you would be the first to comment. I do not need permission to release something from a mod. You and PMBR do not own brawl. You cannot claim ownership for something like this. I respect you guys for having such knowledge for these great things. I, and others, however, would like to enjoy them without using PM. And yes, I just put the people who tend to make codes as the creditors because I have no known way of getting the actual authors. Title: Re: Projet M Codes Post by: Dantarion on April 28, 2014, 04:23:49 PM I don't own Brawl, but I do own my own work, and that includes assembly code injections.
If you have no respect for the time I put into MAKING this thing you apparently enjoy, then that says a lot about you, as without me, Turbo mode would not exist. I put a lot of time MAKING this, and handed it off to other members of the team that made numerous adjustments, a few of which you actually are missing here. Sure, I can't sue you or take legal action against you, but it is fairly frustrating to have someone that is apparently a fan of your work repeatedly disrespect your wishes for said work. Lets see you make anything, without referencing OpenSA, KC-MM, or digging into Project M's files. Lets see you make something without BrawlBox, without PW's module editor. Title: Re: Projet M Codes Post by: Miacis on April 28, 2014, 04:26:17 PM To be honest, it's rather hard to defend the decision of keeping awesome codes like that locked to a very less-moddable version of Brawl. If there's a way to let any Brawl user enjoy it without having to use the oversized and uncustomizable P:M codeset, then please, fire away.
Plus, it's not like those codes are in a secret yet-to-be released WIP. P:M is out there, and their marketing department has made sure to make its presence known across social networks and these newfangled steaming websites. Anyone has an easy access to the whole codeset. If the ones who made those codes can't be bothered to extract them from the P:M codeset mess, I gladly encourage everyone to give them a go. These complaints might have been somewhat justified in the previous context, because it could have somewhat hurt P:M's success (spoiler, it didn't). But by now, you're honestly acting more like a jerk than anything else, Dantarion. Understand that one can respect your work yet find what you do with it extremely disagreeable, as is my case. Now the big question is: will we see a new post on the P:M blog telling us how these codes turn your Wii into an eldritch abomination if used outside of P:M? Stay tuned to find out. Title: Re: Projet M Codes Post by: SonicBrawler on April 28, 2014, 05:15:36 PM I don't own Brawl, but I do own my own work, and that includes assembly code injections. If you have no respect for the time I put into MAKING this thing you apparently enjoy, then that says a lot about you, as without me, Turbo mode would not exist. I put a lot of time MAKING this, and handed it off to other members of the team that made numerous adjustments, a few of which you actually are missing here. Sure, I can't sue you or take legal action against you, but it is fairly frustrating to have someone that is apparently a fan of your work repeatedly disrespect your wishes for said work. Lets see you make anything, without referencing OpenSA, KC-MM, or digging into Project M's files. Lets see you make something without BrawlBox, without PW's module editor. Obviously I couldn't make anything without the tools. It would be possible, but probably not for me. It's like being given a bike with no seat or wheels and being told to ride it for a mile but would be hard but possible. Now the big question is: will we see a new blog on the P:M blog telling us how these codes turn your Wii into an eldricht abomination if used outside of P:M? Stay tuned to find out. Wouldn't be surprised to see that Title: Re: Projet M Codes Post by: OmegaS3 on April 28, 2014, 05:44:35 PM Don't worry anyone these codes codes won't hurt your wii or smash bros game. I am also one of the people who completely deciphered project m's code set. This codes are 100% accurate.
Title: Re: Projet M Codes Post by: Dantarion on April 28, 2014, 11:21:02 PM You realize that memory corruption can actually brick your wii and those CE codes actually did cause tons of random freezes for PMBR members that took months to debug and fix? Fortunetly, the ones that were posted here only corrupted gamesaves at certain moments, but Brawl can actually end up writing to bad places in the Wii's NAND, as it uses it to cache files, but I guess no one cares about that and just wanted to play around with the clone engine.
I'm not being an [censored]. Have fun with Turbo mode, its "Project M" and if your'e going to post my codes, at least post what they actually do to the game. Also, its nice that KCMM is forcing SonicBrawler to post credits when he posts stuff, but if youre going to post my name attached to my work, I'm going to comment every single time. No one even asked me about this, its actually almost 1 year since I made the turbo code, I would have loved to release it, along with an explanation for PSA makers on how to ensure certain types of moves are or aren't cancelable. Theres actually some stuff in Project M that prevents certain infinites :P Title: Re: Projet M Codes Post by: Nebulon on April 28, 2014, 11:27:41 PM Don't worry anyone these codes codes won't hurt your wii or smash bros game. I am also one of the people who completely deciphered project m's code set. This codes are 100% accurate. I have a question about Turbo mode. I tried the codes Sonic Brawler put in, and they work like a charm... bu it freezes a lot. 6 times on me actually in one night. Sometimes with Clones, sometimes with all original characters in the match without even an alternate model or modified PSA. I simply don't know what's wrong. Since you deciphered the code, would you happen to know what it might conflict with? Or perhaps if what Sonic Brawler posted was actually complete? Title: Re: Projet M Codes Post by: OmegaS3 on April 28, 2014, 11:29:57 PM I have a question about Turbo mode. I'll send you a PM. I tried the codes Sonic Brawler put in, and they work like a charm... bu it freezes a lot. 6 times on me actually in one night. Sometimes with Clones, sometimes with all original characters in the match without even an alternate model or modified PSA. I simply don't know what's wrong. Since you deciphered the code, would you happen to know what it might conflict with? Or perhaps if what Sonic Brawler posted was actually complete? Title: Re: Projet M Codes Post by: Leon Exodio on April 28, 2014, 11:30:40 PM Me and sonic brawler both decoded the gct and i tryed turbo mode with normal brawl and with brawl ex and it workers fine for me
Title: Re: Projet M Codes Post by: Dantarion on April 28, 2014, 11:40:20 PM By decoded do you mean you separated the GCT into codes or that you read the codes and understand what they do?
Title: Re: Projet M Codes Post by: Miacis on April 29, 2014, 04:16:18 AM No one even asked me about this, its actually almost 1 year since I made the turbo code, I would have loved to release it, along with an explanation for PSA makers on how to ensure certain types of moves are or aren't cancelable. Theres actually some stuff in Project M that prevents certain infinites :P Several of the P:M developers released codes they've worked on without even being asked.As I've said before, on the CE thread: If you think you can do a better release and it troubles you to see someone else release your work, then by all means, make that thread and blow us out of the water. I'll gladly lock this thread if the actual maker of the code goes on and makes his own, with more information than this one. That is really the only thing you can do right now if you want to actually change this situation. Whining here about SonicBrawler isn't. I'm not being an [censored]. You keep popping up in these threads throwing bricks at SonicBrawler, trying to prove he didn't make those codes, doesn't understand them, which proves you're quite much better than him. Last time, you came here and basically called the whole KCMM community incompetent. When you tried to actually be helpful and then nothing came out of it because you didn't distribute the appropriate tools for other people to imitate what you had done, you once again called for incompetence. You also willingly locked the whole KCMM community out of OpenSA in a childish attempt to prove that SonicBrawler is a Bad Person. When I took the time to contact you to settle that matter rationally, you properly made it clear that you wanted to ignore me. You're right, you've gone way past [censored] by this point. Just because you make some assembly-level coding certainly doesn't place you on a pedestral above anyone else. Nobody gives a [censored] if SonicBrawler actually understands what each of those lines of codes does. The fact of the matter is that he took the time to extract them from the P:M codeset and you didn't. Title: Re: Projet M Codes Post by: pikazz on April 29, 2014, 04:24:58 AM No one even asked me about this, its actually almost 1 year since I made the turbo code, I would have loved to release it, along with an explanation for PSA makers on how to ensure certain types of moves are or aren't cancelable. Theres actually some stuff in Project M that prevents certain infinites :P but what about we ask you now? ;w; would you release it? Turbo Mode is the best mode!that way, it would not brick anyones wiis if the code here has a small chance to do so and as Miacis said post above Title: Re: Projet M Codes Post by: SonicBrawler on April 29, 2014, 04:30:11 AM You realize that memory corruption can actually brick your wii and those CE codes actually did cause tons of random freezes for PMBR members that took months to debug and fix? Fortunetly, the ones that were posted here only corrupted gamesaves at certain moments, but Brawl can actually end up writing to bad places in the Wii's NAND, as it uses it to cache files, but I guess no one cares about that and just wanted to play around with the clone engine. Yeah. I know. And if you haven't noticed, that broken CE isn't in this thread so you have no reason to bring it up. It's like going to a thread about Mario and saying that Sharks kill people. And if these codes could hurt he wii, why are they part of PM? By decoded do you mean you separated the GCT into codes or that you read the codes and understand what they do? First one. Tho I'm not going to exactly say how because others would do it and we wouldn't want that, now would we? And you are the only one whose flipping tables over this thread. I don't see anyone else from the PMBR whose giving a crap about this thread so I don't see why you should. Title: Re: Projet M Codes Post by: ♤♡◇♧ on April 29, 2014, 05:08:58 AM Because we have better things to do than to get riled up by yet another one of your pathetic attempts to get our attention (like when you applied for the PMBR not once, but twice, with the second time being AFTER the whole CE episode), and so attention to the fact you 'decoded' the PM GCT (which I for a second don't buy you did yourself, nor had any part in) and are posting our codes.
This also shows, yet again, how much of a parody KC-MM has become, with (an) admin(s) obviously biased towards certain members and groups, as well as members openly disrespecting the very people who made the content being published, among other things. Of course this is my PERSONAL (read: not the PMBR's as a whole, as Miacis so desperately tries to make out) opinion about the whole matter, so take it as you will. Reason why I myself am not loosing my [censored] over this is because, as Dantarion tried to explain, the Turbo codes aren't harmful. The CE were potentially harmful, and that's why would've appreciated if people, before we even released them in some form or capacity, would've withhold themselves from publishing them, as, without the proper knowledge that Dantarion, Phantom Wings, or even myself possesses, the codes could do harm (save corruption, memory corruption, or even bricking the Wii, the latter being theoretical), and that's why the PMBR only included them after having tested them thoroughly and thoughtfully, as we have to deal with a pretty large and diverse fanbase (which might be why people back here are so lenient on allowing PM codes to be freely published, might). But that's all I myself am going to say about it, seeing as I like to rather focus my attention on real sites with a staff which is more mature than, let's say a 5 year old, and with a less depressing vibe. So in a way you could consider this my last post here, as this site isn't something I want to be associated with, as it isn't the site which I joined and developed myself in all those years ago. Title: Re: Projet M Codes Post by: SonicBrawler on April 29, 2014, 05:27:16 AM Alright. I can see your point on the CE but yeah. So not only are you calling the people on this site lame, but also the admins? Bravo. It's you who is sounding like a 5 year old going down kicking and screaming.
Title: Re: Projet M Codes Post by: Miacis on April 29, 2014, 05:35:02 AM I'll gladly disrespect a person who thinks he's entitled to decide who gets to use his (public) codes in another codeset, and thinks he's in any position to judge this community as a whole. I'm sure people would say the same of me if I whined about people using KC-MM in Safari instead of Firefox because it is my work therefore you disrespect me if you don't use it the way I want.
Instead of jumping to defend Dantarion as you always do ds22, you should be encouraging him to do the constructive thing. Bashing SonicBrawler isn't a constructive thing. Making outraged assertions about leaving, with your cape flapping in the wind, isn't either. Title: Re: Projet M Codes Post by: shanus on April 29, 2014, 06:22:27 AM your lucario codes won't work, and i know it bc magus and I made them. His whole OHC structure is extremely complex and works entirely different than typical ASM codes do....
this is why if you don't know how the code works, you shouldn't post them :) Title: Re: Projet M Codes Post by: SonicBrawler on April 29, 2014, 06:26:25 AM i see. i will keep it up till i get a few people who tell me it wont work.
and i will edit the credit for the Lucario codes to be for u and magnus Title: Re: Projet M Codes Post by: shanus on April 29, 2014, 06:30:39 AM and i'm not trying to be annoying on it, just saying flat out those lucario codes won't work
Title: Re: Projet M Codes Post by: SonicBrawler on April 29, 2014, 06:32:16 AM oh i know you arent being annoying. especially compared ot most people. but im going to keep it up for a bit. also so i can look into how it could be workin
Title: Re: Projet M Codes Post by: Mewtwo2000 on April 29, 2014, 07:47:08 AM My 2 cents here. Though I'm PMBR, I'm not very comfortable with secretism, holding codes and all that. I've always thought that people should have what they want, and if they want turbo out of Project M, they should have it. We all are customizing our games after all.
But if the one making something tells me specifically to not share/release something to the public, no matter his reasons, I'll do as he says cause without his work, what I'm willing to release would not exist at all. For me, the one who makes something has the final word in these matters. It's as if I was making a stage, I had a WIP version which I think isn't ready for release yet, and somebody gets my WIP from somewhere and releases it. If I don't want it to be released, nobody should release it against my will. That's respect. One can always ask or try to convince for the creator to release it, but never release it by himself 'because he doesn't do it himself'. The codes are public already, so there's no turnback. But think on all this next time you want to release something made by others. I know of people that have stopped making things because of leaks of his work (not Brawl related though). Don't play with these things as people could stop producing cool codes like this, and that would be a bad thing for us all, both Project M and non-Project M users. Title: Re: Projet M Codes Post by: Xenozoa425 on April 29, 2014, 09:13:27 AM Gonna put my two cents into this also, even though I feel I'd probably be better off not saying nothing in the first place.
SonicBrawler, you really should heavily consider other people's opinions and feelings on these kinds of things. To me, it seems like you are only doing this because you just want some free internet "cool" points for being that one person who allegedly "deciphered" Turbo Mode. If I were you, I'd take this topic down, not just because the codes don't work (which I'm not surprised by in the slightest), but because it's just flat-out wrong and disrespectful to do so without asking for their consent or approval. Making a character model or stage is one thing, but changing the mechanics of an entire game play mechanic to this scale and degree of creativity and uniqueness? Adding two completely new characters to an already massive and diverse roster? Think about how much time, work, and trial-and-error effort it took to do all of that. To you, it might not be that big of a deal, it's just a bunch of random letters and numbers, after all. But to them? It's a pretty damn big deal, and you need to respect that. They will share their individual codes eventually with the public when they feel they are ready to be shared. Clearly they are not, which is why they go to such lengths to hide them away from most people. If it takes them a week, a month, a year, a decade, so be it. Until then, just be patient. Title: Re: Projet M Codes Post by: Dantarion on April 29, 2014, 09:52:52 AM And no, there was no one that asked me about releasing these codes. The last time this happened, SonicBrawler ASKED me, and I said no, and he posted leaked codes anyways.
These are public codes that I made over a year ago that I would have gladly written up a post about on here, with some notes about how they work and what moves DONT work with it, etc. These were created for April fools day and went through weeks of testing before we even made the first Turbo video, and have been out in public for a while. And ds22, I actually have bricked a (emulated Dolphin) wii by filling the NAND by accident. Title: Re: Projet M Codes Post by: SonicBrawler on April 29, 2014, 10:04:42 AM Yes. I wan everyone to love me so I post these only for internet points.
I post these so others can use them to use it without pm. If the PMBR posted the codes like these, we wouldn't be going thru this. So what ever. I didn't think you people would take time out to complain about something that should be fun for everyone. Title: Re: Projet M Codes Post by: Kyouma on April 29, 2014, 10:35:41 AM if people had the chance to make their own PM, why would they download the actual PM? I think thats why they doesnt want their stuff to be at anyone's hand
unless they didnt want to build a brawl hack system by themselves, main reason why people actually uses PM Title: Re: Projet M Codes Post by: Dantarion on April 29, 2014, 10:48:20 AM Well SonicBrawler, just to give you an example of why we don't like this.
You posted a code in this thread, the Lucario OHC system, with my name attached to it, but it doesn't even work. So my name was attached to something I didn't make, that doesn't actually work. Earlier you did this with leaked clone engine codes, that weren't even in the main Project M PMBR codeset because of all of the problems they had caused to peoples savefiles while we were working on the clone engine. That too, had my name attached to it. I want everyone to have fun too. Thats why OpenSA has about 90% of the PMBR's info about how Brawl works. Phantom Wings has even started publishing hardcore technical data to the wiki, and by sharing information, we can all have fun. I'm not trying to be the bad guy, its just that the last time this happened, I thought we were on the same page as far as things go, but I guess I was mistaken. @Kyouma, "everyone" has the chance to make their own PM. The point is that everyone CANT make their own PM. The only reason PM is even possible is because of the collaboration between all of us to make compromises, work together on features we personally may not even want, etc. Turbo mode was a april fools day joke in IRC, I made the original code, passed it onto other members, people tested it, made adjustments, people recorded replays, those replays were recorded at 720p and became youtube videos. Features like that cannot be done alone. I have not gotten a single character change or even a character into Project M in the multiple years I have worked on the project, but I have made a ton of things possible. Thats the difference that makes me love Project M :D I understand everyone doesn't want Project M, but there is a reason that our team is still together producing something, and things like Balanced Brawl, Brawl+, and all the single person/small team Brawl Mods have gone away. Title: Re: Projet M Codes Post by: Miacis on April 29, 2014, 11:16:22 AM Okay, so I guess my earlier posts didn't make the message clear enough. Let us recap:
SonicBrawler isn't leaking anything, and asking for something widely public to be taken down is just nonsense. Publishing codes from any source is allowed without need for permission, as long as proper credit is given. Dantarion, you are free to make your own topic with all that info you promised. If you want someone to ask first, then I hereby ask of you to do it. (With little hope that you'll actually do it.) You are not free to complain about SB putting these codes up. It was already settled before that you have no claim on this topic or on the codesetspeople must use with your codes. Bashing him and showing how much better you are is, of course, out of the question as well. I suggest you open your own thread where you can put up your own creations if you want to organize a pity party on how useful you and the PMBR are to the whole community. SonicBrawler, fix up that title, this is just embarassing. If I see more of this nonsense from now on, there's going to be Moderated ranks flying around. if people had the chance to make their own PM, why would they download the actual PM? I think thats why they doesnt want their stuff to be at anyone's hand This would be a relevant argument if P:M was a frail little thing that needs all the support and public it can get. unless they didnt want to build a brawl hack system by themselves, main reason why people actually uses PM As a matter of fact, I could say that our forum needs the traffic more than P:M does at this point. Title: Re: Projet M Codes Post by: StarWaffle on April 29, 2014, 11:35:36 AM (http://www.mayfaircomputers.co.uk/PJT0483.jpg)
Title: Re: Projet M Codes Post by: Dantarion on April 29, 2014, 11:49:06 AM Miacis, I will post as much as I want about threads about my own work, including people posting my work without my permission.
If you dont' want me on your forum, keep my work off your forum. Did I even post anything about taking codes down? No. All I'm saying is that its dumb to post someone elses work, without the codes even working, without being able to give proper credit to the people that made it. I love how multiple people "confirmed" that they took apart the GCT and the codes are legit, but the Lucario one doesn't even work. But look, it says shanus on it, the code doesn't work because its his fault! Right? http://opensa.dantarion.com/ (http://anonym.to/?http://opensa.dantarion.com/) Title: Re: Projet M Codes Post by: Albafika on April 29, 2014, 02:19:39 PM Hmm.... Alright, so, what do you guys suggest we do with the thread? We won't lock or close it because it's not breaking any rules. If everybody knows this, why are you guys still fighting? 4 pages of nothing but fighting for what?
Let the people use the codes, and if you feel like they are [censored] and your name shouldn't be up there in the Credits, then don't demand Credits to begin with and instead make it right (By making your own thread with the right codes for the community outside of PM to use?) In the meantime, the Codes will remain in the OP, and SonicBrawler must add a mention of what works and what does not, and update with the interested users' findings. Title: Re: Projet M Codes Post by: HaloFanODST on April 29, 2014, 03:58:51 PM I was ignored when I said this:
Do we need to put them like that? Or can we put them into 1 single code? I mean: Turbo Mode (Dantarion, DS22, Magus, standardtoaster) and Lucario OHC (Dantarion, DS22, Magus, standardtoaster) Save it. - Albafika. Title: Re: Projet M Codes Post by: SonicBrawler on April 29, 2014, 04:31:29 PM Hmm.... Alright, so, what do you guys suggest we do with the thread? We won't lock or close it because it's not breaking any rules. If everybody knows this, why are you guys still fighting? 4 pages of nothing but fighting for what? Let the people use the codes, and if you feel like they are [censored] and your name shouldn't be up there in the Credits, then don't demand Credits to begin with and instead make it right (By making your own thread with the right codes for the community outside of PM to use?) In the meantime, the Codes will remain in the OP, and SonicBrawler must add a mention of what works and what does not, and update with the interested users' findings. Alright. The turbo mode 100% works for me. And others. I even have a video of it. The Licario ones. I have not tested them myself, but had a friend test it and was told it works. I will test them when I am able to. If I find they don't work, as that's what I'm leaning towards, I will remove those for not working Title: Re: Codes from the Projet M GCT Post by: Nebulon on April 29, 2014, 05:38:07 PM After consulting another member it is believed that Turbo mode will not work with Stage Expansion.
Title: Re: Codes from the Projet M GCT Post by: Leon Exodio on April 29, 2014, 05:41:29 PM After consulting another member it is believed that Turbo mode will not work with Stage Expansion. i use the stage expansion and it works fineTitle: Re: Project M Codes Post by: HaloFanODST on April 29, 2014, 07:17:07 PM After consulting another member it is believed that Turbo mode will not work with Stage Expansion. But should work with BrawlEx. I saw someone saying that he/she was using it with BrawlEx, though I don't remember if it was here or in another thread. Title: Re: Project M Codes Post by: Nebulon on April 29, 2014, 07:40:56 PM I can confirm that Turbo Mode works with Stage Expansion. Right now I'm playing Turbo Mode on my build on The Ultimate Show with Grayfox vs. Shadow. And to whoever asked, yes they all go in the same code. Are you sure? I was just told to seperate them all. Title: Re: Project M Codes Post by: Nebulon on April 29, 2014, 07:52:06 PM Well I'm pretty sure that because the way Gecko codes work, it doesn't really matter if they're separated or not. I put all mine in one for the convenience and haven't noticed any problems. Are you using Stage expansion, Brawl EX, No trip, Infinite camera, custom music, IE's sound loader? Title: Re: Project M Codes Post by: Nebulon on April 29, 2014, 11:07:16 PM Yes to all except the Custom Music part. Well I have custom music, but I use the Tracklist Modifier code instead of the Stage Dependant Song Loader one you use. Are you not able to get Turbo Mode working on your pack? I'm not. I just realized my Stage expansion cold was out dated, but even so, I still just had a freeze. I used a cloen character... I'm not sure if that matters... Title: Re: Project M Codes Post by: Nebulon on April 30, 2014, 06:57:34 AM Just took out the music codes to test it. Still froze.
Only us EX File Patch, No Trip, Inf Camera, Sound Loader, Stage expansion. ... I don't get it :/ Title: Re: Project M Codes Post by: Dantarion on April 30, 2014, 10:48:58 AM Try taking out the lucario codes.
Title: Re: Project M Codes Post by: Nebulon on April 30, 2014, 10:54:41 AM Try taking out the lucario codes. I didn't put them in. :/ I've tried taking out the custom music engine and individuals codes, I've tried replacing my common2 and 3 with the Brawl EX one again... I have a common5 in there and I don't remember what for... perhaps I should take that out...? I made a new GCT for the occasion, with Code manager. I'm not using Dolphin just my SD card and Wii. Should I put it together with another program? Do I need a special loader for it to work? Title: Re: Project M Codes Post by: Leon Exodio on April 30, 2014, 11:06:52 AM I didn't put them in. :/ no like i said you can have turbo mode work for any type of brawl just redo your sd card and add one file at a time and see what is freazeing I've tried taking out the custom music engine and individuals codes, I've tried replacing my common2 and 3 with the Brawl EX one again... I have a common5 in there and I don't remember what for... perhaps I should take that out...? I made a new GCT for the occasion, with Code manager. I'm not using Dolphin just my SD card and Wii. Should I put it together with another program? Do I need a special loader for it to work? Title: Re: Project M Codes Post by: Nebulon on April 30, 2014, 11:08:49 AM no like i said you can have turbo mode work for any type of brawl just redo your sd card and add one file at a time and see what is freazeing Alright, I'll just try it with just the Brawl EX file patch. Post Merge: April 30, 2014, 11:55:14 AM With Just the File Patch and Turbo mode it can do a 4 player level 9 battle without freezing. This is new. Now I'm testing it with my fastest characters for maximum combos... Test 2 is a success... Trying it with my rapid hitting characters... Test 3 is a success... Okay... Now I'll try Stage Expansion and so on and report back. Post Merge: April 30, 2014, 12:08:26 PM Okay, I put in the Sound Replacement you sent me, along with Infinite Camera and No Trip. I also put in Stage Loader. Essentially I put in all of the codes that you and others with good standing have confirmed to have worked with their set ups... 4 Level 9 computers going at it. No issues yet. Game 1 success... Game 2 failure... Does Code manager get screwy if I have two open? I'm copying codes fro mother GCTs into this new one. Post Merge: April 30, 2014, 12:13:36 PM Tried to load again now it froze just trying to load the match... Post Merge: April 30, 2014, 12:18:47 PM Yep froze during match now. I'll try not using the codes that work for others I guess?? Post Merge: April 30, 2014, 12:30:43 PM I realized my tripping code was outdated, so I picked another one that Leon Exodio sent me. Put it in and it still didn't work. I took the rest from codes that supposedly work. Still froze. Does the map matter? I've never been this lost... I'm normally good at following directions, I'm following how others who have successfully done it... it just won't work for me. I don't know what else to try. If no one has any other ideas or input then I guess there's nothing that can be done. Title: Re: Project M Codes Post by: Akeno/Archer on April 30, 2014, 02:28:36 PM What stage did you use for that?
Title: Re: Project M Codes Post by: Nebulon on April 30, 2014, 02:32:56 PM What stage did you use for that? What stage did you use for that? What stage did you use for that? Normal Halberd, as soon as the Ship took off. I'm gonna just make it from scratch. I'll try a different order later I suppose. Title: Re: Project M Codes Post by: Lillith on April 30, 2014, 05:13:10 PM I'm going to put some of my codes here to see if they make a difference for you...
Title: Re: Project M Codes Post by: Akeno/Archer on April 30, 2014, 05:26:38 PM I'm going to put some of my codes here to see if they make a difference for you... *Copy the codes*Seriously, I think you should try on another stage OR you can put that code as 1st of ALL the codes Title: Re: Project M Codes Post by: Nebulon on April 30, 2014, 06:04:15 PM Okay, I copied my files from my card and put them in a older.
So I formatted it and I put the files back in. I double checked the codes I'm using with other people's and made a GCT in one go. Since people have sent me their Stage codes ranging from V1.1 to Classic Expansion 6.0, I think it's safe to say that the one that came with the tutorial should be fine. But to be sage I'm using Classic Expansion Code 6.0 Let's see what happens... First round was a success. It was on Halberd with the same four people that froze the game last time: Viewtiful Joe, Knuckle Joe, Vegita, and Sonic... Let's do a Round 2... With just computers... all level 9... The next map is a custom stage, with custom music, all clones: Shadow, Ryu, Dark Link, Raptor... Success :) Okay, Round 3... Goku Versus Buu (I'm Goku) Success.... I'm gonna set a 4 com fight again and walk away. 5 lives, custom stage, custom music. Came back and it's fine. Victory Screen. I'm going to do a few more tests, but the thing that baffles me is that all of the codes currently in there are codes I had in there. I don't use many at all, and the people who shared their codes used plenty, along with all of mine. I noticed there's two no tripping codes for some reason. I switched that code (Though it didn't help last time). Could it be because I didn't have two Code managers open when making the GCT? Could it be because Turbo was put right after the patch code? Could it be because I formatted the SD card? I mean, even my custom music works too... Round 5, here we go... For this match I applied Heavy Gravity and High speed (Might as well have been Dragon Ball Z) Success... Round 6 Success Round 7 Success Round 8 Success Okay, well... thank you everyone for sharing your codes. I guess we can conclude that the custom music loader, as well as the individual custom stage loader codes work with Turbo mode... This makes me a pretty happy guy :) Thank again everyone! Title: Re: Project M Codes Post by: HaloFanODST on April 30, 2014, 06:27:14 PM Are you planning to include these codes in your next pack Nebulon?
Title: Re: Project M Codes Post by: Akeno/Archer on April 30, 2014, 06:30:03 PM I think that's because you formatted your SD Card for some reasons... Lol...
Title: Re: Project M Codes Post by: Nebulon on April 30, 2014, 10:53:40 PM Ok... now I just think something's wrong with my SD card...
I added in two alt models to two characters, some pictures, and that's it. Now it freezes during Turbo mode again. I'll reformat and try another card I guess...? Post Merge: April 30, 2014, 11:27:55 PM Reformatted and tried on a second card with two different GCT types that worked 8+ times before I added two new alt skins, rearranged the CSS, and added some pictures... I honestly give up. I'm not blown I'm just tired. Maybe if it's officially released sometime it won't be as... schizophrenic, so to speak. But for now, I suppose no Turbo . Title: Re: Project M Codes Post by: wiiztec on May 01, 2014, 02:39:15 AM I was ignored when I said this: Save it. - Albafika. I doesn't matter if they're together apart or even what order they're in Title: Re: Project M Codes Post by: shanus on May 01, 2014, 06:59:22 AM anyone who says the lucario codes work is making it up. just saying, it is legitimately impossible for those to work on their own lol
Title: Re: Project M Codes Post by: SonicBrawler on May 01, 2014, 10:38:34 AM anyone who says the lucario codes work is making it up. just saying, it is legitimately impossible for those to work on their own lol ah i see. that makes sense. I will remove it :P Title: Re: Project M Codes Post by: Sirkura on May 12, 2014, 09:52:44 PM This is gonna save us a lot of headaches in our project. we've been looking for the codes for turbo for a while now to compare and contrast with a new mode were attempting to get to work for our brawl mod.
Title: Re: Project M Codes Post by: SUPAHSAWNIK99 on August 09, 2014, 11:50:34 AM My codes made my game crash. :oshi: I don't know what I did, but I tried replacing the item texture with my own, and my game crashed upon loading the CSS, anyone wanna fill me in on what I did wrong?
Title: Re: Project M Codes Post by: Mewtwo2000 on August 09, 2014, 12:19:14 PM That's not the codes, that's because of your new picture. I think it's obvious.
The menu files are nearly on the limit, and a small change like that is probably going to freeze the game all the time. Title: Re: Project M Codes Post by: SonicBrawler on December 03, 2014, 06:11:03 PM Added All Star Versus
Title: Re: Project M Codes Post by: HaloFanODST on December 03, 2014, 07:06:25 PM The All-Star codes freeze my Wii once selecting a Stage.
Why does that happen? I have the codes in the right place. Just copied and pasted them. Title: Re: Project M Codes Post by: SonicBrawler on December 03, 2014, 07:23:49 PM not sure. it works for me and some others. and it is compatable with brawlex, so that shouldnt be the problem
Title: Re: Project M Codes Post by: HaloFanODST on December 03, 2014, 08:50:32 PM Yeah, I saw the video. But it just failed for me when I tried it.
Title: Re: Project M Codes Post by: Nebulon on December 04, 2014, 06:29:08 PM Has anyone who is able to get Competitive All Star to work had is work while also using the stage expansion code? Mine freezes after a stage is selected and the controllers rumble, and I don't know why, but that's my leading hypothesis.
Title: Re: Project M Codes Post by: HaloFanODST on December 04, 2014, 07:02:51 PM Has anyone who is able to get Competitive All Star to work had is work while also using the stage expansion code? Mine freezes after a stage is selected and the controllers rumble, and I don't know why, but that's my leading hypothesis. It freezes even if not using the Stage Expansion code. I don't have it, and I had that same issue you had. Title: Re: Project M Codes Post by: Nebulon on December 04, 2014, 07:24:14 PM It freezes even if not using the Stage Expansion code. I don't have it, and I had that same issue you had. Could be something else then, or we just did something wrong... What codes do you use? And has anyone else ran into this issue? Title: Re: Project M Codes Post by: HaloFanODST on December 04, 2014, 08:03:47 PM Could be something else then, or we just did something wrong... What codes do you use? And has anyone else ran into this issue? File Patch Code. Replacement Soundbank Engine. CPU's don't ignore other CPU's to target human players. And the All Star codes. Adding them and attempting to test them will crash the game at the SSS and make the controllers rumble. Before a match can even start. Title: Re: Project M Codes Post by: MrDarthGogeta1 on December 04, 2014, 08:07:46 PM Could be something else then, or we just did something wrong... I did. Lonely lil' me did. Froze when I chose Final Destination and it went like BEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEP as soon as I selected it.What codes do you use? And has anyone else ran into this issue? It sucks. Title: Re: Project M Codes Post by: namq on December 13, 2014, 08:38:16 PM Debug modelo with hitbox display conde would be great to have :)
Title: Re: Project M Codes Post by: SonicBrawler on December 13, 2014, 08:51:11 PM Debug modelo with hitbox display conde would be great to have :) we tried getting that and we have a little part of it. doest have the hitbox. jsut shows the defensive collision and thats it. Title: Re: Project M Codes Post by: Shiro_Neku on December 16, 2014, 06:18:48 PM Would be great if you could get the Giga Bowser has more costumes and the Independent Pokemon has Final Smash, thanks in advance
Title: Re: Project M Codes Post by: HaloFanODST on December 16, 2014, 06:41:54 PM Would be great if you could get the Giga Bowser has more costumes and the Independent Pokemon has Final Smash, thanks in advance ^This. Title: Re: Project M Codes Post by: SonicBrawler on December 17, 2014, 09:04:38 AM Would be great if you could get the Giga Bowser has more costumes and the Independent Pokemon has Final Smash, thanks in advance i have what i thought was the giga bowser has more costumes code but it didnt work. but im pretty sure i know why. IIRC the pokemon has final smash is a psa thing but i can look into that. Title: Re: Project M Codes Post by: HaloFanODST on December 17, 2014, 11:57:55 AM i have what i thought was the giga bowser has more costumes code but it didnt work. but im pretty sure i know why. IIRC the pokemon has final smash is a psa thing but i can look into that. PSA? Not a code? Title: Re: Project M Codes Post by: Shiro_Neku on December 17, 2014, 09:50:18 PM i have what i thought was the giga bowser has more costumes code but it didnt work. but im pretty sure i know why. IIRC the pokemon has final smash is a psa thing but i can look into that. I tried the same PSA that PM use (except from the attributes) and I couldn't use the Final Smash that's why I thought it was a code but either way thanks for checking it, also if you want someone to test the codes or another kind of help tell me and I would like to help youTitle: Re: Project M Codes Post by: Nebulon on December 18, 2014, 11:48:46 AM Well I tried a few things, but ultimately it would appear it must be a code I'm not willing to part with. Either the sound replacement code, the extra stage code, or the music for extra stage code. :/ Ah well. Still would have been awesome though. Maybe I won't need to use the stage codes in the future if PW expands the stages differently. I'll retry then.
Title: Re: Project M Codes Post by: SUPAHSAWNIK99 on July 20, 2015, 09:48:57 AM Any way you could upload the Alt. Stage Loader code?
Title: Re: Project M Codes Post by: Nebulon on July 20, 2015, 10:00:06 AM Any way you could upload the Alt. Stage Loader code? That would be amazing! Title: Re: Project M Codes Post by: Sirkura on July 21, 2015, 04:47:45 AM Actually i'd be more interested in the stamina mode.... i'm trying to make a new mode, and comparing allstar and turbo has been a huge help. also thanks to dantarion who gave us a few pointers on how to get started with it.
Title: Re: Project M Codes Post by: brawlboy22 on July 21, 2015, 10:14:08 AM Actually i'd be more interested in the stamina mode.... i'm trying to make a new mode, and comparing allstar and turbo has been a huge help. also thanks to dantarion who gave us a few pointers on how to get started with it. I have been working on somethings myself. You mind sending a pm or linking me to your thread? Title: Re: Project M Codes Post by: SonicBrawler on July 21, 2015, 02:50:04 PM Title: Re: Project M Codes Post by: SUPAHSAWNIK99 on July 21, 2015, 05:33:29 PM Is it one of these two? I'm guessing the "L+R+A" Code is the one that load the alternate stages? Title: Re: Project M Codes Post by: Warchamp7 on July 21, 2015, 06:51:59 PM Is it one of these two? 1. Glad to see you're still posting codes you have no ownership of or right to be posting. Never change sonicbrawler (That's a meme, please change and stop doing this) 2. A warning to everyone that if you use these codes that Onii-chan has so unceremoniously posted, there is no guarantee that they will work properly or that they are safe. Project M is a made of an extreme number of codes that perform various functions and ASL is made in that context. Using it like a 'normal' code is not recommended which is why we don't release them standalone Use at your own risk Title: Re: Project M Codes Post by: SUPAHSAWNIK99 on July 21, 2015, 07:22:46 PM I used both the Turbo Mode and All-Star Versus codes and they work fine (Most of the time)
Title: Re: Project M Codes Post by: Sirkura on July 21, 2015, 08:12:41 PM 1. Glad to see you're still posting codes you have no ownership of or right to be posting. Never change sonicbrawler (That's a meme, please change and stop doing this) 2. A warning to everyone that if you use these codes that Onii-chan has so unceremoniously posted, there is no guarantee that they will work properly or that they are safe. Project M is a made of an extreme number of codes that perform various functions and ASL is made in that context. Using it like a 'normal' code is not recommended which is why we don't release them standalone Use at your own risk As someone who IS familliar with coding i've parsed most the 3.5 GCT myself, and currently working on 3.6. you act like its fcking wizardry! it really isn't, Turbo has 12 parts, for instance the most important ones are the ones that instance the codes into memory, saying "inject this in this area alone" (i.E over curry) its actually similar to item PSA (tho greatly more complex and refined thru coding) even the super secret and complex clone engine isn't that complicated. it works by making use of the 7 empty slots already in brawl in almost identical way to brawl EX. 5 segments of code if i remember right, 4 of wich follow exactly the same format of the BeX config files. (give or take some) the 5th code BeX does automatically for you wich is relocating data into an empty portion of data on the game i've gathered all this info over the last few months working on BeX + PM, with ZERO help from the PM community, parsing the codes. i can tell you exactly wich codes interfere and why. i honestly hate PM, the only reaason i'm on board this project is because of how closed it is, i believe it should be far easier to customize then they are making it, thanks for reminding me why i started this in the first place. [/endrant] back to the topic, the codes listed i've checked they won't harm you wii. all the correct pointers are placed so they run into vacant areas of the game. there isn't a chance to brick it using THESE codes. granted ones like the clone engine can if you point data into the wrong area. if anyone is interested in adding BeX btw pop over to my thread i can help you. http://forums.kc-mm.com/index.php?topic=74722.0 (http://forums.kc-mm.com/index.php?topic=74722.0) keep in mind the thread is still being refined so its more organised, also has a link to the original DiY Thread. Title: Re: Project M Codes Post by: SUPAHSAWNIK99 on July 21, 2015, 08:40:51 PM How would PM's Clone Engine work? Would it be similar to BrawlEx?
Title: Re: Project M Codes Post by: Warchamp7 on July 21, 2015, 08:47:12 PM As someone who IS familliar with coding i've parsed most the 3.5 GCT myself, and currently working on 3.6. you act like its fcking wizardry! it really isn't, Turbo has 12 parts, for instance the most important ones are the ones that instance the codes into memory, saying "inject this in this area alone" (i.E over curry) its actually similar to item PSA (tho greatly more complex and refined thru coding) even the super secret and complex clone engine isn't that complicated. it works by making use of the 7 empty slots already in brawl in almost identical way to brawl EX. 5 segments of code if i remember right, 4 of wich follow exactly the same format of the BeX config files. (give or take some) the 5th code BeX does automatically for you wich is relocating data into an empty portion of data on the game i've gathered all this info over the last few months working on BeX + PM, with ZERO help from the PM community, parsing the codes. i can tell you exactly wich codes interfere and why. i honestly hate PM, the only reaason i'm on board this project is because of how closed it is, i believe it should be far easier to customize then they are making it, thanks for reminding me why i started this in the first place. [/endrant] back to the topic, the codes listed i've checked they won't harm you wii. all the correct pointers are placed so they run into vacant areas of the game. there isn't a chance to brick it using THESE codes. granted ones like the clone engine can if you point data into the wrong area. if anyone is interested in adding BeX btw pop over to my thread i can help you. [url]http://forums.kc-mm.com/index.php?topic=74722.0[/url] ([url]http://forums.kc-mm.com/index.php?topic=74722.0[/url]) keep in mind the thread is still being refined so its more organised, also has a link to the original DiY Thread. Not a single part of that gives you the right to parse the codelist and distribute it to the public though. Any codes in PM are copyright the people that created them and they and they alone have the choice and legal right to release them to the public. Title: Re: Project M Codes Post by: Sirkura on July 21, 2015, 09:52:27 PM How would PM's Clone Engine work? Would it be similar to BrawlEx? Yes and no. one part handles IC's and fighter resources, (like fighter config) another sets up their CSS and menu slots, another sets the cosmetic data, forget what the last part does specifically (sound bank?) and finally a code that redirects data into free space to avoid corruption. you are probably better suited to use BeX tho. as its easy to cause save data corruption or worse if your not entirely certain how to set up the codes pointers. give me some time and i'll make 3.6 compatible. Title: Re: Project M Codes Post by: brawlboy22 on July 22, 2015, 08:38:02 AM Not a single part of that gives you the right to parse the codelist and distribute it to the public though. Any codes in PM are copyright the people that created them and they and they alone have the choice and legal right to release them to the public. I talk to some guys over at pm *my brother is used to be a member/ still it* They had already warned me that most of their codes would have to be recoded for regular brawl. So that's what I do. Nothing can be copy right because all rights truly belong to Nintendo. O and the pm clone engine isn't rocket science aha but there's no need for seen that we have the bx clone engine. Really man its just brawl hacking don't be so serious. Yes and no. one part handles IC's and fighter resources, (like fighter config) another sets up their CSS and menu slots, another sets the cosmetic data, forget what the last part does specifically (sound bank?) and finally a code that redirects data into free space to avoid corruption. you are probably better suited to use BeX tho. as its easy to cause save data corruption or worse if your not entirely certain how to set up the codes pointers. give me some time and i'll make 3.6 compatible. I'll be checking out your thread. Thanks :) Title: Re: Project M Codes Post by: Ricky (Br3) on July 22, 2015, 10:23:44 AM Not a single part of that gives you the right to parse the codelist and distribute it to the public though. Any codes in PM are copyright the people that created them and they and they alone have the choice and legal right to release them to the public. And they... kinda did? The GCT is public and free of charge. Everyone can see the codes. It's been voluntarily released by the group that created them, because it's absolutely useless to develop them if they don't do so. What Sirkura is doing is nothing but allowing us to understand what chunk of code does what. Title: Re: Project M Codes Post by: SonicBrawler on July 23, 2015, 11:14:01 PM copywritting content for a thing you dont own? okay. nice.
And they... kinda did? The GCT is public and free of charge. Everyone can see the codes. It's been voluntarily released by the group that created them, because it's absolutely useless to develop them if they don't do so. What Sirkura is doing is nothing but allowing us to understand what chunk of code does what. this. |