Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - SmashAmass

#1
Quote from: hochin on April 07, 2015, 01:52:43 AM
Also messed around with the gct in dolphin for kicks, added in the file patch code, my own previous brawlex files and this is what I got...

- All menus show up correctly (just flowed through the main, CSS, special brawl, and SSS menus)
- PM characters seem to work properly, no glitches or freezing in the few matches I sampled. (only used first slot costumes)

-The number of Brawlex slot icons for all my characters show up but all have the same goku icon that was in my setup.
-selecting them will either give me a random PM character or freeze after a stage is selected.

Keep up the fantastic work peeps, its coming together nicely :)


Perhaps you could link this GCT for Sirkura to work with? That might be helpful
#2
This is what I've gotten thus far by directly replacing the GCT codeset using Vanilla Project M 3.5 (Tested from both Dolphin and Wii):
*Air Dodging crashes the game when moving into the freefall animation (excluding Yoshi, who just sits in an odd non-freefall animation until hitting the ground again).
*Character movesets and animations are unchanged from Brawl Vanilla
*All Menus, intro screens, and amount of unlocked characters are same as Brawl Vanilla
*When shielding from a crouch, the first frame puts you into a no-animation pose for all characters (arms spread straight apart, with character standing perfectly like a cross).
*Items appear to work 100%, excluding the replaced Turbo item added in 3.0, which I cannot seem to find (Edit: the Spicy Curry is actually the Turbo Power, minus all aesthetics).
*L-cancelling works, but only during the first frame before landing. Timing is very difficult to hit consistently.
*You can still enter a game by yourself during infinite time
*Stage placement is slightly different than stock brawl, with some normal stages being in melee stages, and vise verse.
*All stages seem to be working.
*Wario's bike apparently can fly, because when you get off of it, it moves up into the top of the map, and does not despawn. Also, Wario's costume is wrong on the CSS
*Yoshi's Egg Throw shows the egg model with Yoshi's body texture, corresponding with his current color. Also, Yoshi's egg shield does not change color, along with his Side-B. And when more than 1 item is on screen, the egg changes textures again, although I cannot properly identify which textures they are.

That's what I've come up with thus far. I re-read your post, and apparently you're stripping it down bare-bones, but I'm not sure what's supposed to be left over. The 2AM GCT codeset is not entirely stable yet. If I find anything else, I'll be sure to let you know Sirkura.
#3
Quote from: TheDarkKnight on March 29, 2015, 09:01:50 PM
Does anyone have a custom project m D.I.Y build I can try out with added characters? I'm having struggles adding characters myself, I've been trying for a year already and I would like to try out someone else's.

Post Merge: March 30, 2015, 07:46:24 PM

Double post but 3.6 is already coming out! What are u guys going to do about it?
At the very least, you could try Project Unbound 0.3 Beta. It includes Pichu and Lucina, and works off a similar BrawlEX build to Project D.I.Y.

On another note, I'm glad to hear that Sirkura is still working hard on the clone engine; I'm fairly certain that Project M 3.6 will retain the same engine with minor tweaks and upgrades. It's a shame the source code isn't available, but hopefully some major progress will appear in the coming days. Thanks for your help! Both Project D.I.Y. and Unbound will greatly benefit from this.
#4
Hello! Just wondering, where has the development gone for this project since I've been here last?
#5
Quote from: TheGamerKidTy on December 16, 2014, 09:01:39 PM
-snip

Well, my guess is that, due to the insanely long development time of Project M, that they feel they have rights to all of their developments. That's kind of backwards IMO; they should have just forwarded it to the community and let them develop part of it... but I digress. Anywho, yeah just reply back to me with your Smashboards Account Link and I'll send you a message about the application process. It's just an easier way for Jasgx and Me to communicate with you and make further developments, as I tend to forget to check this site for any updates. Thanks man, I will try your code base and see how it works! Take Care!
#6
Quote from: TheGamerKidTy on December 16, 2014, 06:43:14 PM
-snip
Taking your advice there; probably saves a lot of space on the forum page. Any-who; That would be fantastic if we could incorporate parts of your code into the project! We have big changes coming, so we'd love to cooperate with you if you'd be willing to! As for the message, there must have been some communication errors of some sort; I believe I sent you a message, but if not, could you please provide a link to your profile page on Smashboards? It's somewhat irrelevant to send the message out now since we got in contact with you, but if you'd like me to forward it to you, I can. Many thanks!

Also, I once tried to sponsor Project Unbound and got sharp remarks from some of the PMBR staff; I think that's blown over since then, but it was pretty degrading to see them so negative towards us. Something about their demeanor towards other modders is somewhat hypocritical and nasty; It's almost as if they're above us. Shame; they have so much great development that it'd really help surge the modding community.
#7
Hey man, this is SmashAmass; one of the main directors of Unbound 0.3! I appreciate what you've done here, and am glad you gave proper accreditation to jasgx for his efforts in the GCT code department! I believe that we have already sent you a group request to join the team, but that's more of a precaution to be certain we've received your attention. Just to be clear, and this has probably been answered before but this is more specific, what changes to the engine have been implemented in your build? Does it mechanically have any differences to Unbound, or is it simply a clean slate based off our codebank? If there are any significant changes, perhaps we could use your engine to build upon our engine and potentially fix any lingering issues! These are the current issues at hand:
*L-cancelling has no buffer on clones
*Kirby is very glitchy with his Down-B and on the CSS screen (although not sure on the details).
*Some people have reported issues with stage expansions, but this is unconfirmed

We hope that more work can be done to better improve both of our engines! Thank you very much, and I look forward to speaking with you soon. Also, in regards to Fox, I'm certain our team has a solution to that! We've dealt with costume issues before, so we'll see what can be done. Take Care!