I've found a code that will let me put in separate Pokemon, but all it does is remove their Down Specials. If I try to load the Project:M Pokemon PSA over it the game freezes. Does anyone know how I can fix this?
Eh, yeah, I can fake it that way, but for whatever reason it won't work with the Cracker Launcher Gun, so I have to change the ammunition of another gun to fire Cracker launcher shots. This works, but the animation for the crackershot is gone. Does anyone know where I can find the CrackerShot/CrackerBullet mdl0? I've looked all over common 3 in Brawlbox, but to no avail.
What were to happen if you used a Generate Item Event in PSA to call on the cracker launcher shot? (0E)
The generate item command seems to always generate the item in the character's hand. When I do this, and use said special, I get the "pickup item" sound effect and the cracker launcher shot appears in my character's hand. It can not be thrown and it will not explode
In all actuality I'm trying to do this with Charizard's Nuetral B and I swapped his SpecialN Subaction with Wolf's - then swapped the generate article with generate item and left his 112 (Neutral B) action as is.
I used Fox as the example because he actually has a projectile and it might be easier. I could try doing this with him, but I'm fairly positive that the results would be much the same. The PSA description for the Generate Item function even says that it will generate the item in the character's hand, which is why I'm fairly convinced that you need to somehow hex it into an article...or at least find a way to generate an item as an article instead of as an item.
I can't even seem to find a .mdl0 or .tex0 of the launcher shot in any of the brawl files which is really weird. Do 2D items not even require textures?
Edit: I've also tried replacing subactions with the subaction for LauncherFireShot (or whatever it's called). Maybe it's just because I don't know how to do it properly, but it just freezes the game after character selection for me.
Is there a way to generate an item as an article? I'd like to take a regular special and modify the projectile (let's say fox's laser) into a cracker-launcher shot. Not just texture it like one, but have an actual cracker launcher shot. I haven't seen this happen before, but is it really too far-fetched? It seems like there should be a way to hex an item into an article or something, but I wouldn't know how.
I think you're editing an External GFX. Since Pikachu uses them. But you didn't specify exactly what kind of Event it was. Not entirely sure though cause GFX 13 is Electric. 12 Being an Explosion. I haven't messed with Pikachu alot, so that's my fault there.
You using PSA, right?
Correct. 2.70. No, it's not an External GFX. It should be a universal GFX. Modifying subaction 66. Changing "Graphic Effect" From Graphic = 13 to Graphic = 12. It really does not like this.
Also tried the opposite with Charizard. Post Merge: September 15, 2013, 10:58:09 AMI'm using riivolution (I think 1.04) if that makes any difference. I've noticed that there are at least three different kinds of Universal Graphics or at least addresses for them. But I don't think changing them helps any.
I'm using the Project M PSAs, but I don't think that should make a difference. I do know that PMBR has gone to certain lengths from preventing people from changing the game, but I've gotten other people's PSAs into the game before, so I don't think it's that.
So, say I want a fire GFX instead of an electric effect. So I load FitPikachu.Pac and go to his AirAttackLw Go from Main to GFX. Change graphic effect from 13 to 12, and save. Load up Riivolution...pick pikachu...and it freezes . What's going wrong?
So, let's say I wanted to create my very own gct? How could I do this? How to I know what to look for? I'm already familiar with Hex, and I've had some experience with building my own machine-code. I'm not looking to copy-paste someone else's gct into my own - I want to start from nothing, and do all the coding myself. Who can help me?
Every Character has Actions for their own Special Attacks. And you can easily modify them with PSA or BrawlBox. But if you're talking about common actions that every character has, then I think that's another file that every character reads... Only a guess...
I'm sorry maybe I'm not making any sense. I'm aware that you can edit actions in Brawlbox and PSA, but from a programming standpoint it would only make sense that there would have to be a file that runs in the PAC before an action gets called. Basically said file would check for button input and then once it figures out what button is pressed it would call the appropriate action and the action would be performed. Sort of like how Actions call Sub-Actions, only I'm looking for the code that's called before an action can happen. It doesn't make any sense to me how an action can just be performed out of thin air - you have to know which action you're performing. Make sense? Or am I just too new to Brawl mods to understand how the functions are performed?
Basically what I'm asking for is information that is for all practical intents and purposes useless to probably 99% of all Brawl modders - but I feel like it should be something to be understood if I'm going to do a senior Thesis on messing around in one of my favorite videogames.
Fighter.pac contains every common actions for each characters. Modifying this file would allow to make awesome stuff. Sadly for now editing this file can be done by a hex editor only, but you can see what's inside this file with brawlbox. Also it seems that file patch codes don't allow this file to be loaded by wii. I tried a modified one and it didn't load in game. So for now waiting is the only option. There is a program in development called Ikarus that would allow this file to be modified. I dunno when it would be done. A lot of people have waited for ages (me included) to get access to this file.
I don't know I saw someone who claimed to modify fighter.pac with Ocarina or something. They made each character go into dizzy state upon jumping, but exit dizzy state on landing. But come to think of it, this is probably not that hard to do normally, so it's probably just someone trying to make a wild claim.
New to Brawl modding. Though if it gets approved, I want my senior thesis to be on creating Brawl mods, so it might become my life over the course of the next year. (So hopefully I'll get real good real fast.) Anyway, I'm going to want to know about just about everything possible. I want to know Brawl hacking/modding up and down. Something that has been bugging me is that you can edit actions, but where are the actions called from? Surely there's some part of a character.pac somewhere that has to get button input data and calls the appropriate action, right? Anyone know where this exists? Can I look at it in Brawlbox?
Somewhat tangentially, I hear that there's a fighter.pac file in the Brawl code that modifies data for multiple characters, but it doesn't work with Riivolution (like there's not a .gct that's been written to modify it that will work or something?) But there's some way that Ocarina can patch a fighter.pac. Anyone know anything about this?
The Action for the Helpless fall for all characters is 10. If you want it to go to the helpless state after a set period of time, add a variable to her Parasol Float SubAction, then in the action where she does that, have a change action event that allows her to go into the helpless state when that variable is reached. Also, if you want her to not be able to pull up her umbrella during the helpless state, I find that the parasol is involved in doing that, so you'd want to remove the parasol article which is Article 0.
As for the Turnip thing, That is controlled by Article Floating Points. You can alter them by using the Article Floating Point Editor.
I have the Article Floating Point Editor already actually, and I tried looking at it, but all I could find was odds for the item-based "turnips" (Beam Sword, Mr. Saturn, Bob-Omb, et cetera.)
Hey, I'm trying to learn this stuff on my own, but I keep hitting roadblocks. How would I set up something in PSA that will force Peach into helpless state after Parasol has been opened X number of frames? I also want to disable the ability to tap up on the control stick to re-open the parasol after Peach enters helpless state once. Can anyone help me with this? So to be clear I want the parasol to activate as normal, have a few frames of floatiness which can be directed as is usual with the parasol, but I want to make the period of floatiness to be finite and to go into a helpless fall.
As far as I know the subaction for helpless is subaction 26 (FallSpecial) on all characters, but I can't seem to link the UP B Action to any Action or Subaction that changes to subaction 26.
If someone also knew how I could edit the frequency of special turnips (non-item ones like stitch-face etc.) that would also be great, but it is less pressing a matter.
Is this the link you're downloading? http://www.mediafire.com/?06u1dgbfc57344v I haven't downloaded it, but the file on my computer with the same name and filesize does have the P:M version. If your projectm.xml works, could you post it here?
No I'm getting a different link, somehow. Maybe I clicked the wrong one or something? Here's my .xml it's the same thing only I added a create="true" line before the end of each gKoopa in the projectm and pmstages patch id.
Ah, thank you. Sorry to be a bother, but could anyone help me figure out how to force cancel peach's parasol floating into helpless after x frames and disable the ability to parasol float out of helpless?
Also editing turnip pull rates (odds of getting a special turnip) would be great, but that's less important.
Sorry, I'm new at this and really don't know what I'm looking at yet. I've honestly tried figuring this out by looking at tutorials and can't figure this stuff out.
Thought I'd try my hand at PSAs. I had the idea to make a quicker more offense oriented Peach clone at the expense of reduced recovery potential. I was wondering if anyone could tell me where to look in PSA if I wanted to reduce how long Peach can glide?