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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Fliptocat's PSA's! Zaraki Kenpachi from Bleach in progress! Video added! on: January 27, 2011, 08:28:02 AM
wait what's with the random teleports?
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Sasuke: Beta Release (1/17/11) on: January 27, 2011, 08:25:37 AM
@Anon23 Well...there are no ext gfx to replace with kunai, Marth doesnt have enough. Believe me, if i could i would.

@KTH
IDK, that seems more like a d-smash or d-tilt. Your talking about the downwards kick, right? Cuz the first kick is the f-tilt XD

ah I see. so Ike does?


for the fireball jutsu, I was thinking about that scene in early naruto when he first learns it. Do you think that you could give it range increasing with charge up? and how about a pheonix flower justsu going 30, 45 and 60 degrees downward as an air attack? doesn't have to be super complex animation wise just three oblong and smaller versions of the ground one
3  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: O_O Did you see this Ganon?!!!! CLICK NAO! on: January 27, 2011, 08:08:52 AM
looks awesome, but a powered down version would be great. finally someone to rival mewtwo.
the problem with uber powerful characters, is that they make the battle short, and totally one way. I keep my hacked roster at the meta knight level, as I started applying hacks as a way to have fun while balancing the game
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Sasuke: Beta Release (1/17/11) on: January 22, 2011, 01:08:13 PM
Do you thing you could add long range fast kunai?
just because he and his brother are extremely skilled at them
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: SDo0m's Dark Vault of PSAs: Perfect Shadow V1 RELEASED+Video Added! on: December 29, 2010, 05:57:02 PM
I've read through this thread, but I can't figure out, how many hit points do you need for chaos control? because once I got up to 150 and still didn't have enough
6  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Cloud Kong V4.2: Cloud ported over DK (almost complete) on: December 21, 2010, 04:00:13 PM
question. I don't know if its just me, but the air down B is very hard to pull off. Like if you press it directly after you jump once, it will execute, but not afterwards.

If you jump twice you have to wait a few frames and hit it in the sweet spot.

its like the move randomly registers.

Do you think there will be any fix?
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: MASTER MEWTWO V.2.0~ MOVESET IS BASED ON POKEMON THE FIRST MOVIE- V3 IN PROGRESS on: December 09, 2010, 02:10:38 PM
love this PSA. over Deoxy's attack form its just sick, rly fun to use/play against

Can someone explain the whole wait animation slowing time down?
whats the area of effect? because for me it seems to work randomly, like sometimes almost the entire screen is slow for opponents.

Also I love the light screen type up taunt move.

two things tho,
it would be less seizure inducing if the aura's around him where to slowly pulasate rather than rapidly flash.

Also, is there any way you can make the b neutral move have longer range, and charge fully (i.e. the properties of samus' blaster)
8  Help & Tutorials / Help / Re: .rel files and the stage swticher help on: November 22, 2010, 07:05:43 PM
1. Bero's Stage Switcher doesn't have "custom" as an option. I remember ItallianStallion posted in one of your threads before about there being a stage .rel converter by Dantarion, but I have yet to find it. I've hexed it using a hex editor (I use HxD) for the custom stages.
3. An .rel is a file that holds a stages information, like how Norfair has lava rising/falling and how Flat Zone 2 is 2D. You can edit one to have a stage on a differnt stage (example: a Final Destination-based stage can be place on Battlefield with an edited .rel. You would rename the stage to "STGBATTLEFIELD" while the edited .rel is "st_battle.rel" and the stage would work). Check my BrawlVault for Final Destination-based and Wifi Waiting Room-based NTSC edited .rel's. It's a little weird with PAL files though.

So for your case above do you just take the original FD .rel file, change that one HEX entry, then rename both files as battlefield?
9  Help & Tutorials / Help / .rel files and the stage swticher help on: November 21, 2010, 10:43:07 PM
If I have some stage .pac file meant for stage A, but I want to place it over stage B, the file swticher requires a .rel file.

 So, if all I have is STG(A).pac
1. how do I make a STG(A).rel
2. does all the stage swticher program do is turn it into a STG(B).rel?
3. what is a .rel file anyways?
10  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: ASF1nk's Textures ****June 13 - Brawl Minus/New Icons!!!**** on: November 21, 2010, 09:06:54 PM
So are CSP's the ones that are on the lower part of the screen for player slots?
I guess my question then is, how do I replace CSP's?


Yeah they're in the boxes where you can change your name or edit the CPU level.

Here, follow this guide I got from this site:


CSPs (Character Selection Portraits)
If you download a character and you receive a picture file along with it, this is what it is supposed to be used for. CSPs are the pictures of the character that appear on the Character Selection Screen. Note that these are completely optional and don't have to be used along with the character. Here's how to put them into the game.
1. Download the original common5.pac here and open it in BrawlBox.
2. Expand (Click the + button next to) "sc_selcharacter_en" and then "char_bust_tex_lz77".
3. Each of the "MiscData[_]" files contain the CSPs for a different character. Expand the MiscData and then expand the "Textures(NW4R)" within them. Click on each TEX0 file to see the original CSPs for that character.
4. Expand each of the MiscDatas until you find the character you want. Choose the color that you have the file set over and then right click the TEX0. Click on "Replace", and then find the image that came with the downloaded file (or your own image if you are making CSPs). When you are done, save the common5.pac file and put it in your SD Card.
5. If you are using an sc_selcharacter.pac file (Ex. A custom CSS), you'll have to do the following steps for your CSPs to appear.
6. Open your common5.pac in BrawlBox. Expand "sc_selcharacter_en" and right click on "char_bust_tex_lz77". Click "Export" and save it to your computer.
7. Now open up the sc_selcharacter.pac file you downloaded in BrawlBox. Expand it and find "char_bust_tex_lz77". Right click it and hit "Replace". Find the "char_bust_tex_lz77" you exported from your common5.pac.
8. Save the sc_selcharacter.pac file and put it on your SD Card.



What if you don't have an edited common_5.pac?
and doesn't sel_character.pac have priority?
11  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: ASF1nk's Textures ****June 13 - Brawl Minus/New Icons!!!**** on: November 21, 2010, 05:56:02 PM
I have no Idea what you are talking about here:



1. Open your "common5.pac" file in BrawlBox then click the + sign next to "sc_selcharacter_en"
2. Find "char_bust_tex_lz77" right click on it and select "Export" [save it to a place you know]
3.Open the "sc_selcharacter.pac" you downloaded from here
4. And replace "char_bust_tex_lz77" with the one you extracted from your "common5.pac" file.


So you are saying to replace "char_bust_tex_lz77" in the sc_selcharacter.pac from the one in common5.pac.

A) what does char_bust_tex_lz77 do?
B) do we just replace the default one?
C) why are we replacing this file?

A) char_bust_tex_lz77 contains all characters' CSPs -- the images they have after you select them.

B) If you download a new sc_selcharacter.pac then yeah.

C) Because the new sc_selcharacter you have obviously won't have all your CSPs from the old one in it, so you have to take your char_bust_tex_lz77 from your old sc_selcharacter and replace the ones in the new file with it.

So are CSP's the ones that are on the lower part of the screen for player slots?
I guess my question then is, how do I replace CSP's?
12  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Re: ASF1nk's Textures ****June 13 - Brawl Minus/New Icons!!!**** on: November 21, 2010, 12:49:39 AM
I have no Idea what you are talking about here:



1. Open your "common5.pac" file in BrawlBox then click the + sign next to "sc_selcharacter_en"
2. Find "char_bust_tex_lz77" right click on it and select "Export" [save it to a place you know]
3.Open the "sc_selcharacter.pac" you downloaded from here
4. And replace "char_bust_tex_lz77" with the one you extracted from your "common5.pac" file.


So you are saying to replace "char_bust_tex_lz77" in the sc_selcharacter.pac from the one in common5.pac.

A) what does char_bust_tex_lz77 do?
B) do we just replace the default one?
C) why are we replacing this file?
13  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Idea for clones on: November 20, 2010, 11:41:56 PM
Clone system. Dantarion. Explained many times its not done yet. Case Closed.

EDIT!!!! Nvm. Didn't read about taunts. File size problem.
Not done yet<<----- implies---> can't use yet
14  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Idea for clones on: November 18, 2010, 05:15:57 PM
Sorry if this has been thought of before...

I wonder if it is possible to make a tenative clone system via taut-moveset changes

If you wanted to have a battle of two over-ike characters, like ichgo vs naruto:

The textures/models could each fit under a different colour
Ichigo's moveset could be activated via left taunt
Naruto's moveset could be activated via right taunt


Of course the system would have wholes in it, as both characters would have to taunt at the beginning of the battle, leaving them open for cheap shots.
And motionetc.pac would still have to be shared.


But what do you guys think?
15  Help & Tutorials / Help / Re: The Complete N00B's Guide to Brawl Hacking on: November 18, 2010, 02:44:42 AM
Hey, I'm a bit new to Minus so I'll be asking a lot of stuff here. If anyone can answer as many as they can I'd appreciate it.

1. I downloaded two stages from here: "STGFINAL(HYRULEFIELD).pac" and "Castle Cave (Color).pac". Now I don't know what to do with them. I just want to know what I have to do or where I have to place these files so that I can play on these two stages in Brawl. Picture of files below. Also, the st_plankton.rel that came with Castle Cave is in /module.

2. Is it possible to have PSAs of a character while not overwriting the original and still being able to choose their other textures? Because every PSA I tried it always comes with a FitCharacter.pac without any numbers so I have to replace the original one meaning I'll never be able to be the original character as long as the PSA is present.


2. Currently one charcter= one moveset. A couple of people are working on "Clone" engines, but untill they finish, which could be several months from now if ever, each character can only have one moveset. so Unfortunatly, it is impossible to have Naruto over Ike, with his moveset verse the original Ike.
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