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1  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 12, 2014, 05:09:31 PM
What's wrong with your audio? Might wanna check your dolphin settings sir.

Off-topic: Actually the problem isn't the audio itself. The problem is that my computer can't run FRAPS very well and the game was too slow so I decided to double the speed using Windows Movie Maker. But thank you for your advice!  Smiley

On-topic: Another bug related to this one is that certain special offensive collisions that should only damage breakable parts of the stages or items (I mean, special offensive collisions that have the bit 26 deactivated) hit Ganondorf too.
2  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 12, 2014, 04:13:43 PM
I have found a bug:

Ganondorf's EX module has a bug that cause Ganondorf's clones to become invincible when they pick up the Franklin Badge or when they have activated the defensive collision 0-3, 0-0, 0-2 with PSA. I've recorded a video to show it:

<a href="http://youtu.be/IwB51rFcuVw" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/IwB51rFcuVw</a>

3  Help & Tutorials / Help / Re: Where are the Results Screen Character pictures Located? on: July 18, 2012, 07:13:15 AM
The CSPs of Results Screen are located in Partition:2>menu>common>char_bust_tex>MenSelchrFaceBXXX.brres
while the icons are located inside STGRESULT.PAC as GanonZack and BabyLuigiOnFire said.
4  Help & Tutorials / Help / Re: How to get custom battle names to show up in game? on: July 12, 2012, 10:42:25 AM
You have to edit main.dol data with an hex editor

Well... I have made that for you, but since Knuckles' name is larger than Pikachu there's a bug: Luigi name won't display on results screen: http://www.mediafire.com/?oqnbar8y5umbpdu
5  Help & Tutorials / Help / Re: Problem with getting codes to work with Riivolution on: July 12, 2012, 10:36:57 AM
I also read somewhere that my GCT file needs to be named riivolution.gct i dont know if that is correct.

I think you're wrong in that part. Try to create a folder in your SD root called "codes" (without quotation marks) and then place your GCT into it and rename it as RSBE01.GCT (or RSBP01.GCT if you are PAL)

EDIT: You have to use the correct template, so create a xml file including this:

<wiidisc version="1"> <options>
       <section name="Ocarina">
           <option name="Ocarina Handler">
               <choice name="VI Hook">
                   <patch id="ocarinabase_vi" />
                   <patch id="ocarinabase" />
               </choice>
               <choice name="KPAD Hook">
                   <patch id="ocarinabase_kpad" />
                   <patch id="ocarinabase" />
               </choice>
               <choice name="Joypad Hook">
                   <patch id="ocarinabase_joypad" />
                   <patch id="ocarinabase" />
               </choice>
               <choice name="GXDraw Hook">
                   <patch id="ocarinabase_gxdraw" />
                   <patch id="ocarinabase" />
               </choice>
               <choice name="GXFlush Hook">
                   <patch id="ocarinabase_gxflush" />
                   <patch id="ocarinabase" />
               </choice>
               <choice name="OSSleep Hook">
                   <patch id="ocarinabase_ossleep" />
                   <patch id="ocarinabase" />
               </choice>
               <choice name="AxNextFrame Hook">
                   <patch id="ocarinabase_axnextframe" />
                   <patch id="ocarinabase" />
               </choice>
           </option>
           <option name="ocarina_codes">
               <choice name="Enabled">
                   <patch id="ocarinacodes" />
               </choice>
           </option>
       </section>
   </options>
   <patch id="ocarinabase_vi">
       <memory ocarina="true" value="7CE33B783887003438A7003838C7004C" offset="0x800018A8" />
   </patch>
   <patch id="ocarinabase_kpad">
       <memory ocarina="true" value="9A3F005E38AE0080389FFFFC7E0903A6" offset="0x800018A8" />
       <memory ocarina="true" value="801D0060901E0060801D0064901E0064801D0068901E0068" offset="0x800018A8" />
   </patch>
   <patch id="ocarinabase_joypad">
       <memory ocarina="true" value="3AB500013A73000C2C1500043B18000C" offset="0x800018A8" />
   </patch>
   <patch id="ocarinabase_gxdraw">
       <memory ocarina="true" value="3CA0CC01380000613C80450098058000" offset="0x800018A8" />
   </patch>
   <patch id="ocarinabase_gxflush">
       <memory ocarina="true" value="90010014800305FC2C00000041820008" offset="0x800018A8" />
   </patch>
   <patch id="ocarinabase_ossleep">
       <memory ocarina="true" value="90A402E0806502E4908502E42C030000" offset="0x800018A8" />
   </patch>
   <patch id="ocarinabase_axnextframe">
       <memory ocarina="true" value="3800000E7FE3FB78B005000038800080" offset="0x800018A8" />
   </patch>
   <patch id="ocarinabase">
       <memory valuefile="codehandler.bin" offset="0x80001800" />
   </patch>
   <patch id="ocarinacodes">
       <memory offset="0x00001CDE" value="8000" />
       <memory offset="0x00001CE2" value="28B8" />
       <memory offset="0x00001F5A" value="8000" />
       <memory offset="0x00001F5E" value="28B8" />
       <memory valuefile="/codes/{$__gameid}{$__region}{$__maker}.gct" offset="0x800028B8" />
   </patch>
</wiidisc>
6  Help & Tutorials / Help / Re: Immunity to certain type attacks on: July 08, 2011, 05:03:01 AM
Thank you, I will try to look at the fire primids
7  Help & Tutorials / Help / Immunity to certain type attacks on: July 08, 2011, 03:09:59 AM
Is there a way to make a character immune to certain type attacks? for example, red pikmins are immune to fire attacks. My idea is to make a character immune to fire attacks. Is it possible? (or at least like Squirtle that receives a 90% knockback from fire attacks, if I recall correctly). Thanks in advance  Smiley
8  Help & Tutorials / Help / Bypassing invincible state on: January 04, 2011, 07:11:51 AM
I've discovered that Isaac's attack can "break" the invincible state, therefore my question is: Is there a way to make an attack in PSA that can "break" invincible state too? thanks in advance  Smiley
9  Help & Tutorials / Help / Making faster moves on: June 27, 2010, 01:30:39 AM
Hi everybody, I'm making a Kakashi's moveset for Snake but I have a problem. I'm trying to make chidori, but when I want him to move forward fast with the "Character momentum" command he doesn't move as fast as I want even if I put 1000 in horizontal velocity (the momentum affects the character but he is still slow). I've also tried moving him in animations with the bone "TransN" but the return bug happens (like the running glitch). Could someone help me, please? Thanks in advance (and sorry for my bad english).
10  Help & Tutorials / Help / Re: Merge/Link Animations on: June 07, 2010, 01:01:55 PM
I make this to move a character through the background. In STGEMBLEM_01 I have put Mario in the throne, he waits a moment there and then he walks through the passageway towards you and wait again but this time he claps.
11  Help & Tutorials / Help / Merge/Link Animations on: June 07, 2010, 11:47:44 AM
Is there a way to link (merge) 2 different animations? I mean, I have Mario's Wait1 animation and WalkMiddle animation and I want to make an animation in which Mario waits and then repeat the WalkMiddle 4 times (for example), is it possible? Thanks in advance.
12  Help & Tutorials / Help / Re: 2D STage spawn points on: March 31, 2010, 02:38:34 AM
Yes, you can change them with BrawlWall (a program made by Dantarion)
http://www.smashboards.com/showthread.php?t=260800
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