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Messages - Amazerommu

#1
Model Imports / Re: WIP Workshop
January 05, 2015, 08:09:05 PM
Quote from: Segtendo on January 05, 2015, 06:32:10 AM
Is that the actual model from Hyrule Warriors?
Quote from: iwantgames on January 05, 2015, 06:52:02 AM
yes


Quote from: Majora-Sama on January 05, 2015, 07:30:34 PM
Pretty sure it's not. I've peeked in on his thread once or twice. The main body is a HW model,  but I think the hat is custom, and I know the scarf tail is.
See above quotes.
#2
Quote from: NinfanNanz on June 12, 2014, 06:16:57 PM
Hey, Does anyone know where i can find this?

Thank you in advance.

Edit : lol. whoops.
That's my own custom texture made by Shun_One. You can't have it! Haha I'm stingy... I might include it when I upload my own custom build though. So who knows...?
#3
Ya I wish I could like that post on here. Those Bowser highlights are so much better looking! Is this too necro? I feel like not cause this thread is always active again-ish.
#4
Quote from: Mewtwo2000 on April 15, 2014, 12:09:18 PM
The current cBliss Tool should allow you to give Ganon up to 11 right now. However, I got a trick to make him use 12, I'm actually using a 12-costume Ganon right now.

I'll post the how-to later here.
Oooooooooooooooooooooo yes! Plz do! Also thank yew!
#5
Programming / 12 cBliss Costumes for Ganondorf only?
April 15, 2014, 01:24:30 AM
So I've been trying to figure out how to add 12 costumes for Ganondorf. I know it can be done for him cause the extra slots he'd take up don't overlap any stuff for the other characters. I'm no good with the programming here and have tried using the cBliss tool my M22K, but it doesn't seem to be able to go above 10. Any help would be appreciated! Thanks in advance for any help!
#6
Quote from: Amarythe on October 29, 2013, 11:55:17 PM
When an altered category exceeds the "normal size", it turns red, right? Two of my altered categories have turned red, so I assume the file size has changed. (I assume the change in size is small enough to prevent freezing).

I've been asking around and somebody suggested I might be using a GCT that only works with .bnk files. But I have a feeling that's not the case... In fact, I don't even think such a GCT exists. (I'm on a computer that can't open GCTEdit for WHATEVER reason...) Using the "Melee Link Voice SFX v2.6b [Project Melee]" GCT. (He seems to know about Super Sawndz too, so I assume .sawnd files should work...)

If someone here has a PM 2.6b GCT with this code and only this code added to it, I'd GREATLY appreciate a link to it.

Otherwise, this is a link to my .brsar:
http://www.mediafire.com/folder/cezdwmlmwmcrr/SFX_BRSAR

I've only edited the announcer's voice (those are my sexy pipes you're hearing, lul). I've edited only the following for categories in the .brsar:
menu [F89EE]
melee [98E3C]
menu [31C50]
characall [DF130]

If ANYBODY can help me resolve this issue, I'll credit you in my Announcer hack. If you find Brawl's announcer as boring/annoying as I do, you might like to help me out, haha. Thanks in advance.
Wow... that is literally the whole issue. I'm the one who made those sfx and I haven't (am in the process of doing so) updated everything to use only .sawnd files. I've also finished the Announcer sfx... which will be included in the Melee SFX download whenever I update it.

Tiiiiiime... none of it has been had recently in order to update things in a timely manner heheh
#7
If it's exactly the same size that probably means nothing is actually changing.
#8
Quote from: Dantarion on October 25, 2013, 07:01:46 PM
Probably uses the same space of memory. I will revisit that code someday...soon :D
This is excite.
#9
Does anyone know if this updated code works with the Alternate Stage Loader code, or does it still cause freezes?
#10
Programming / Re: cBliss v1.5 [16?]
September 04, 2013, 01:04:44 AM
Quote from: zorrodood on August 26, 2013, 05:27:30 PM
wow that [censored]ing fixed it, wth?
btw is the 15/16 costumes still a thing?

Oi! I'm having a similar problem as zorrodood had with the game freezing when it should load the results screen. I tried deleting it and that didn't fix it. Anyone have any ideas what else could be causing this? It only started happening after updating to 2.6b... I hope it doesn't have anything to do with that.
#11
Programming / Re: cBliss v1.5 [16?]
September 01, 2013, 08:33:15 AM
Quote from: Kramerdorf on August 30, 2013, 06:28:45 AM
I have a bit of a inquiry. Now im sure this is not best place to bring this up but it is relative to cBliss;

With the ability to add new outfits for each character. Is there a way(code) that we can ultimately get rid of team colors but still play with teams? Or to very least give each characters 2 sets of team colors like Wario?

You know so people can play as the Blue Team but use any color they want?

In my Cbliss I have both Shiekah Link and Maritime Link. Both make good team colors for Blue so being able to pick which ever one would give better variety to players.

Also two ppl can pick the same character with out playing with the same texture (also get rid of that weird white overlay on P2 textures)

Not to mention it would allow non team colors to pair. (Dark Link and Dark TL, Brown Ganon and Brown Bowser,etc )

With that done the team combinations would be even more fun.
Is this possible? :/
I am also very interested to know about this. Would be cool to be able to play on teams but use whatever color you want. Since most of my favorite colors are not any of the team colors.
#12
Quote from: libertyernie on August 12, 2013, 03:22:35 PM
Not at all.
Aww yeah! For those who haven't already downloaded it and want it, you can find it here.
And here's a preview pic. It includes a green color as well.

Edit: Forgot to mention that this was made for Project M but I do think it'll work with other hacks as well.

#13
So I made a custom Project M SSS for this expansion pack (thanks to your help libertyernie). Do you mind if I post it here for those who may want to use it?
#14
Quote from: shadowXtreme on July 27, 2013, 01:52:23 AM
I have an Issue...

Well this is the original wolf Soundbank size in supersawnds language :

A4405
 17A RWSD 57C9E
  1D6 RWSD 4C767

And this is wolf with vegeta sounds (some) implemented:

97F97
  17A RWSD 4B830
  1D6 RWSD 4C767

Well as we can see.. Wolf with vegeta sounds is SMALLER than the original wolf sound bank}

ok, I am going good, but  when I convert Original Wolf to a bnk file, the size is the following:
793 kb..

and the size of the Wolfgueta bnk file  is
2,481 kb..

mm.. This is when I say.. Wtf?

Edit.. Damn I just Fixed It and I Really dont Know How.. lol

Apparently I'm not the only one that happens to. I thought it was just me but sometimes when I compile the sounds into .sawndz or .bnk it makes the file double or triple the size. Just recompiling it usually fixes it for me and that's probably what you did lol
#15
Quote from: QQQQQQQ7777777 on July 25, 2013, 09:57:14 PM
where do I put MiscData[140]? I tried to put it on selmap but it came out as MiscData[0]

MiscData[140] goes over itself (same name) in info and info_training in the 'info2' folder, as well as over MiscData[7] in mu_menumain in the 'menu2' folder.

Quote from: dmick on July 25, 2013, 10:44:23 PM
Could someone build a version of either P:M codeset (being Wifi-safe isn't a problem) to have the new Replacement Soundbank Engine, if it's possible? I'm pretty new to codes, and I'm way over my head, but it would be sweet to have both.

Here ya go! Includes both the Wifi and Normal codesets for P:M:
http://www.mediafire.com/download/zor1imkudr99pqe/Classic_Expansion_%2B_RSBE_Project_M_Codesets.zip