Did you take the "//Mario, DK" comments out of the code on every line before running it through the code manager and making a GCT? If you didn't, then that's your problem. Try taking out those comments on every line and see if it works after that.
And help topics fly under the radar occasionally. Don't overthink it if no one's replied to it and it's already been pushed back once.
I'm NTSC, and I use Riivo. I won't ever have a use for it, but it's a shame it isn't getting more love.
And if your upgraded version is any indication (http://www.smashboards.com/showthread.php?t=306939, towards the bottom) you pretty much singlehandedly took out both the alternate stage loader and alternate file loader (that "clone engine"). I'm actually kinda jealous that Riivo doesn't have an alternate file load code like that.
If it's worth anything, there's literally one glitch that I have left before I have a truly glitchless Zero over Toon Link port. All that's left is to fix the z-ledge grab glitch. The grab is fixed, the high jump is fixed, all the articles are fixed, everything. If Pervy ever makes a sound pack, I can optimize that for Toon Link as well. The minute I fix that z-ledge grab glitch, I can make a Zero over Toon Link pack.
Same glitch fixes will let you make a Young Link over Toon Link port, thanks to ds22 and his grab fix.
*EDIT 2* Wait, nvm, this one in particular has all of the characters. The names are abbreviated but they should be self-explanatory. Run the fpk expander and you should be good.
Well, I've got good news and bad news. But nothing extremely bad.
The good news is the sword's working as I expected it to. It attaches to the LHaveN bone and items are unaffected. I just need to reposition the sword in the MotionEtc file itself 'cause it wasn't positioned properly.
The bad news is the attack11 animation is corrupted. I can open it up and read it just fine but it won't save. It was bad even by my standards anyways. Also, I lost my copy of Camtasia studio and I have limited bandwidth. I won't be able to make a demo video until tomorrow, but I might just use my Dazzle to screen cap Nightmare, since Brawlbox doesn't show the sword.
Do you have Soul Calibur 2? I'm basing the moveset mostly off of that since Beyond's vertex is the SC2 version. If you do, just go to training mode and repeatedly do each of the moves or demo them in the command list in training. That's what I'm using as a reference for the animations.
But, I can use all the help I can get since I'm having a hard time getting him to walk without him looking weird. Thanks! And, if you don't have SC2, go check out some youtube vids to get an idea on Nightmare's moves.
Not yet, I need him to animate Nightmare for me first!
This makes me really, really want to get a USB Gecko. But yeah he's moved on to SSF4 AE, I hope he remembers that he has BrawlMasquerade at some point and releases it, even if it is a beta. Kind of a shame, but being in the Brawl community for so long I don't blame him a bit for wanting to get away from it. I just hope his codes aren't lost forever...
And I tried the roy codes with a workaround for the CSS. They plain old don't work and are example codes. ds22 told me and iirc the codes may or may not have a typo. I did a character slot swap for MarioD (where Roy's loaded) over a special Nana slot (and subsequently Mario in a clean setup) and it leads to a special crash where you can still get back to the Wii menu or reset. There's something up with it. Or maybe I could try it again with an Ike .rel...
Hey people, welcome to my thread. With a lack of actual content and flashy titles(at least until I make a good portion of my first PSA), this is where I will keep progress on my PSA's as I make them. Feel free to give me your opinion on anything. Good, bad, constructive, suggestions, whatever.
NIGHTMARE
No one knows when the knight in azure armor first appeared in Europe. It was said that those who saw the knight's crimson eyes could not escape death. This azure knight is better known as Nightmare, and he is prepared to join the brawl. Taking a break from absorbing souls, Nightmare will be a powerhouse, carrying the fabled Soul Edge with him. He will be somewhat slow in his attacks but make up for it in power and versatility. He brings with him a tale of souls and swords, eternally retold.
PROJECT UPDATES
*I'm going to be gone for a day or two and I wanted to post this before leaving. I'll put up a preview very soon.*
MOVESET (I'll fix the descriptions with damage amounts)
A: Slash (Moves sword to one side)
AA: Double Slash (Moves it back the other way)
AAA: Slash Cross (Brings it up over his head and down vertically)
S-Tilt: Jade Crusher (punches with his claw)
U-Tilt: Cannonball Lifter/Sky Splitter (The two are very very similar)
D-Tilt: Leg Slash
F-Smash: Piercing Strike
U-Smash: Midnight Launcher (With Charge)
D-Smash: Stomping (Charged version)
Dash Attack: Rook Splitter. This one's a powerhouse, but there's a long startup lag and a long ending lag. It's a high risk, high reward move.
N-Air: Similar to a held Back Spin Slash. Nightmare spins his sword around in the same way and loops around twice, but maintains his form afterwards.
F-Air: Armlet Crusher.
U-Air: Night Annihilation. He spins his sword twice with his claw before returning to form.
D-Air: Nightmare thrusts his sword downward while kicking one of his legs up with the sword between thim. He holds his sword by his left arm, and the move has a spike strong at the tip and mid-grade at the center.
B-Air: Nightmare punches with his claw. Does a little damage but is very quick.
Neutral B: Earth Splitter. This one charges for a second, gaining power as it goes on. If let go before, it does relatively low damage and little knockback to avoid spamming, just enough to keep opponents from getting too close. If it is full-charge, it stuns the victims for a second before sending them off with a pretty good knockback. This only happens if they hit the brunt of the sword. If they get hit from above, it doesn't stun but has medium knockback. Does burn damage regardless. Has super armor when dropping the sword.
Side B: This works somewhat like Marth's Side B. He first spin attacks, then moves into a low-claw stance, then attacks upwards, putting his claw and sword upward, then smashes it into the ground, then switches hands behind his back and nails the opponent from the side.
Down B: A counter, using the same animation as a forward guard break.
Up B: If on the ground, Nightmare will throw Soul Edge into the ground, step on the bottom of the sword sticking out, and jump, grabbing his sword in the process with his claw and flipping himself. If in the air, Nightmare will steady his sword downward, toss it forward, and propel himself up and forward in the same manner. This does little damage but has a combo streak if hit right. This is a great forward recovery but is an average upward recovery, slightly less than Ike's. He isn't in a helpless state afterwards, but can't use B-moves.
Grab punch: He hits them with the sword from above, like in his Hilt Impact.
F-Throw: Hilt Impact. He slams them forward with Soul Edge's hilt.
B-Throw: Soul Devour. He grabs them by the neck and throws them backwards.
U-Throw: A modified version of Unholy Terror. He pierces them with his sword and thrusts his sword upwards, sending them off.
D-Throw: Witch Hunt. He forces the foe into the ground with his sword and pulls it out for a 3-hit combo.
Final Smash: Nightmare flails his sword back and forth like one of his win animations, until a Soul Charge is complete. He then takes the sword and smashes it into the ground, causing massive damage with a large hitbox. If the opponent has more than 45% damage it'll be a one-hit kill. But the attack is dodgeable in the air or with a side-step.
Other Notes:
Nightmare is really heavy. The armor isn't just for looks... He has a fairly fast run and an average walk, like in Soul Calibur. His sword cannot be put away. Soul Edge will be placed on his left hand, with items held in his right hand/claw. For obvious reasons his stance will be different.
TO DO:
Pretty much all animations. I'll finish animations before any PSA work begins.
COMPLETED:
Wait 1 Wait 2 Attack11 ItemHandGrip (The claw has to be reanimated ItemHandHave (The claw) ItemHandPickUp (Again, the claw) ItemHandSmash (The claw one more time) An incredibly bad WalkSlow The sword article is attached to his left hand
PREVIEWS: Yeah, I'll get on that real quick. I'll be unable to animate tomorrow but I'll try and make a video of his wait1, wait2, and attack11 anim.
This happens to me, too, from time to time. Pretty simple fix actually. Run Gecko without ANY codes on but this one. Seriously, not even the File Patch Code (Precautionary but I really doubt it'll hurt anything).
Also, if you use Riivolution, I'd set up a savefile redirect so that this doesn't happen again. If it happens in your hacked savefile, it won't touch your normal save and you can just replace the savefile. If you have Gecko, it just isn't possible. Here's a link to a savefile with instructions on how to set up a savefile redirect: http://www.smashboards.com/showthread.php?t=301354
Change the 11 to the number matching the replaced character. I can't spell it out any more than this. go back and see how the numbers match up on dantarion's wiki and the same will work for a jiggz and metaknight .rel.
can someone help me do a Lucas has Metaknight's SFX code and the Lucas has Metaknights IC constants? im trying myself and its not working...
thanks!
Try this out, I haven't tested it but I'm pretty sure this is what you need. Also I'm fairly thorough on the IC-constant matching, which is why there's so many of them.
Code:
Lucas has Metaknight's Sound Bank [Phantom Wings] 4A000000 80AD89E0 14000068 00000004 E0000000 80008000
Not exactly the way you'd expect. Coincidentally, Viewtiful Joe works great save for a couple of glitches over Marth. Has to do with how SDo0m handled the PSA and the fact that he doesn't use any articles at all. This allows for him to be ported over anyone else using a Marth .rel.
Captain Falcon himself over Marth...leaves a lot to be desired. Same goes for Goku. I haven't tried the Master Chief PSA at all, but judging by the moveset it seems to have a better chance.
Robz's Simon model wasn't resized the hardcoded way, his single animation for the Clock Tower stage has a scaled animation. I wish that someone actually knew how to do a model resize in hex, because from what I understand FortWaffles' auto resizer is only accurate to 2 decimal places. I wish I knew what made it tick...*goes off to compare polygons for Resized!Simon and regular Simon*
Though Robz did make a pretty good wait anim for him...I hope that there's some solution to this, having a model port would be much better than a vertex. Plus I've already replaced Sheik with Spidey...And if I don't figure out anything more with .mot files I'd be more than happy to help animate. Unless you work better alone, and I don't forget to do it like I pretty much have forgotten everything else...