Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 2 3 [4] 5 6 7 ... 12
46  Help & Tutorials / Help / Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: July 22, 2011, 08:20:45 AM
What do you mean, ds22? Could you explain more in-depth to me of how i would even make a partially successful attempt at this???

Best way to go about it is to ask yourself, "Can I make a glitch-free port over Marth or Ike?" If you can make a port over Marth of your Lucario PSA (fixing anything that's wrong with it, not just articles), then you can use it as a .rel port. Otherwise there's really not much you can do with it.

Viewtiful Joe was a coincidence that it worked so well with a Marth .rel, I should probably emphasize that. But if you can port a character flawlessly over Marth, you can .rel port him over anyone else. Or alternatively you could port him over Ike, it's been done before and it'd be a lot more compatible with other characters.
47  Help & Tutorials / Help / Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: July 21, 2011, 01:27:15 PM
i thought that also. never tried it tho

also, we have the alloys over g&w code, and popo over iceclimbers, using no .rels...so y cant we do that for othe rcharacters?

The thing is, those codes don't make a character appear out of thin air. The alloys over g&w code takes g&w's existing slots and replaces them in the css with slots that are set up already for the alloys, warioman, and Giga Bowser. The Popo over Ice Climbers code is a workaround so that a .rel port character won't actually cause the game to crash, either due to some presets in psa or in the game (not quite sure which one yet). The ice climbers have specific solo slots, and .rels work perfectly over the solo slots (which is why I have the code). I actually tried to reroute Nana to MarioD's slot to try the ft_roy codes, but they won't work period. I talked to ds22 about it, there's no trick to it, they are merely example codes.

Considering how rocky the game works in single player with the ice climbers code, I really wish that almas' "Clone Engine" (Almas's, so it's not the real thing) worked with .rels and Riivolution...I'd be really happy since I could have a number of .rel ports over one character (granted, not fighting all at once) rather than running out of character slots...
48  Help & Tutorials / Help / Re: Does anyone have the CSE v2.1 (NOT CSE 2.5) code? on: July 21, 2011, 09:56:08 AM
Bump.
49  Help & Tutorials / Help / Does anyone have the CSE v2.1 (NOT CSE 2.5) code? on: July 19, 2011, 01:12:15 PM
Hey, I was looking at something related to the CSE codes, and I noticed that the version 2.1 code for the Custom Sound Engine has sfx that actually works. I know it only works for riivolution, but sfx only works for riivolution as it is. I want to test something related to sfx with it, see if it works.

Only problem is, Dantarion took down that version of the code. I already have CSE v2.5, and that works fine for me, but I want to test out sfx with an older version (incidentally, it only worked for riivo users. Status quo isn't much different in terms of sfx between Gecko and Riivolution users, but v2.5 doesn't work right with sfx). I can't find it anywhere, so I can't test it out. Does anyone have a copy of the v2.1 CSE code that I can use? I'll credit you in an sfx pack if you do so...
50  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Help me gather resources for Simon Belmont from Judgement! on: July 18, 2011, 03:45:25 PM
Yep, file format's definitely the same. Fortunately, that means each .mot file is self-contained (well, model bone references don't count).

I also figured out that the Frame Data Entry in each individual animation pointer (I'll call them TVCA, basically their equivalent of chr0),

Code:
Vile's Notes
Frame Data Entry:
0x00(2) - unk (usually 02 02)
0x02(2) - unk (bone id?)
0x04(2) - unk (frame id?)
0x06(2) - Float Count
0x08(4) - unk float
0x0C(4) - unk (usually 00 00 00 00)
0x10(4) - Offset to 32bit float values
0x14(4) - Offset to 64bit float values
0x18(Cool - unk (usually padding of 00)

is actually a set of pointers and flags. The header for each individual animation has a pointer to the actual frame data. I'll see if I can't make left or right of it or even try and figure out what the flags mean. .Mot research can't die...
51  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Help me gather resources for Simon Belmont from Judgement! on: July 17, 2011, 07:26:23 PM
Hrm...I don't actually have Judgement, but Castlevania's awesome and Simon Belmont is awesome. I'll try to help out as much as I can with this.

Both TvC and Judgement were made by 8ing (and Naruto Shippuden), and they're the only ones with so I'd be willing to bet money on Judgement's .mot files being the same as TvC's. I've been experimenting with Dolphin memory dumps on TvC, seeing if .mot files aren't just compressed CHR0's. If I find anything worthwhile with it (large memory dumps are large), I'll let you know so you can try it out on Judgement. RandomTBush found this same info out for Mario Sports Mix.

I'd like to take a look at the model and .mot files, compare them to TvC's, see if I can find anything, 'cause I'd really like to help with this.
52  Help & Tutorials / Help / Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: July 16, 2011, 03:46:54 PM
What glitches were there for Joe?

I only experienced the "Final Smash only sometimes working".

Aside from the Final Smash, there's this, since for some reason I can never explain it well to anyone:

Step 1: Stand next to an opponent

Step 2: Hold a bomb with b and don't let go.

Step 3: ???

Step 4: Profit!
It causes an explosion hitting the opponent for 999% damage, if you don't want to try it out. Do it though, it's hilarious.

Fortunately, I was able to fix this one on my own. If I knew how much Captain Falcon's Final Smash slows down time on it's own before SDo0m's PSA work, I could fix the Final Smash as well.

I indeed have all the .pacs alongside the .pcs files for all costumes.

Do you need the FitIkeDark file?  Would this possibly prevent entry into the match?

Also I thought even without proper IC codes that it would let you into the match, but only freeze when you use something that Ike doesn't have?

I know what the problem is: you're patching 77 (ft_ike) to 4C (Yoshi's Story) instead of 6C (ft_falco) in the module. Let me know if that's a typo, but that should be your problem. The dark costume should have nothing to do with it, nor the IC-constant codes in terms of loading Cloud in the first place.

Also, has anyone actually tried Peach over Wario? I want to know why a patched Peach module works when it has a few articles itself...
53  Help & Tutorials / Help / Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: July 15, 2011, 09:52:39 AM
I know all that at the very least. But I don't only want to do that for Yoshi. I need them for other people. And I don't know where to find the codes for Yoshi either. I need that no crawl code for V.Joe.

That VJoe over Yoshi pack was kinda sloppily put together. Shame, since it's two glitches away from being perfect, one of which I fixed on my own. Here's the codes that I use for Joe over Yoshi:

Code:
Yoshi has 1 Jab??
* 04B0B320 00000001

Yoshi has 3 Jabs
* 04B0B324 00000003

Yoshi has a Rapid Jab
* 04B0B328 00000001

Yoshi can't Crawl
* 04B0B33C 00000000

Yoshi can Walljump
* 04B0B344 00000001

Yoshi has U13
* 04B0B354 00000001

Also, WHAT on Peach over Wario? This is huge, assuming it works right...'cause from what I can see all he did was edit the Peach .rel the same way we edit the Marth, Metaknight, and Jiggz .rel. I wonder why Wario as opposed to anyone else, but this is still great assuming it works right...
54  Help & Tutorials / Help / Re: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!*** on: July 14, 2011, 08:42:21 PM
If I remember right, I read a comment by Dant himself on his BrawlMasquerade Youtube video explaining what was going to happen to it. He's pretty much using AnimuBrawl as a public beta test for BrawlMasquerade (and god knows what else), and he'll release it after that's all over before he leaves for good.

Hopefully he keeps to his word on that before he leaves. Kinda hope someone else picks up the Clone Engine as well...
55  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Originality, revisited on: July 13, 2011, 09:58:50 AM
I agree with you in the terms of a lack of original characters, but I think that the problem comes with a lack of stuff that you can do with them. Most characters from existing franchises have plenty of moves that can be taken from their original games, with some original moves sprinkled here and there, and are (well, as far as PSA can ever be) easier to make than original characters. Original characters have to have moves made from scratch. Sure, there are some vertexes, and numerous fan textures, but there's little to no PSA's. Exceptions being Wave (which defies Sturgeon's Law as part of that 10%) and Eldiran's Wisp (Well, it was awesome enough to port over G&W). And one other Sonic fan character with 2 or 3 changed moves and taunts. Other than that, absolutely nothing. Even if the character's good, without a PSA it still feels like I'm playing as the original character. But then again, that goes for any character vertex and is the reason why I as a rule don't replace characters without a PSA unless they're like Fierce Deity Link or Female Link.

But, I think that creativity and the fun factor are much more important than character originality. I'll use SDo0m as an example: Viewtiful Joe is one of the most fun characters I've played as. It's well-done and I keep finding new ways to get better with him. Sure, he was based off of an existing franchise, but it was very fun. Only thing bad was having to replace Captain Falcon, but now it can go over Yoshi. Also, there's Calamitas' Clouby, Dederoth, and Shadow the Kong, which are great meta-interpretations of overdone characters.

With that being said, Sturgeon's Law falls hard on many of the fan characters. It's to the point where I pretty much hate Sonic fan characters with a passion (Wave is an exception). Somehow, it's almost as if people think that they only put up Sonic hacks for the sake of getting downloads like it's their ego level or something. Maybe they just put up hacks because they made them for themselves and figured they'd upload them to share with other people, with no intent of getting downloads. Which is actually respectable. I personally have a couple of texture (and pre-made vertex) hacks for machinima purposes that I have no interest in uploading. I could end up being too cynical about the psyche of fan character makers. If they are doing it for the downloads, then it's ridiculous.

Overall though, I would certainly use original characters if they had a PSA to go with them. I just don't see people going to the trouble of making a moveset for a character that most people won't care about. If a character and PSA defies Sturgeon's Law and is part of the 10% worth dying for, I'll check it out. Otherwise, it's not really worthwhile.
56  Super Smash Bros. Brawl Hacking / General Hacking Discussion / SndBGMTitleData Notes (Sound Test and Song Title Index) on: July 10, 2011, 09:24:09 AM
So, I was trying to use Dantarion's BrawlDJ, but it would spit out an error whenever I created a new song and title. I could only swap around existing songs with matching titles. It just so happened that day I was determined to figure out how to change song titles and add new songs manually. And I believe I figured out how to do it.

For reference, SndBGMTitleData is MiscData[13] in common2_en.pac.

Code:
Header:
0x00(4) - File Length
0x04(4) - End of last Sound ID + 0x10 (Extra Padding)
0x08(4) - 0's? Nothing important.
0x0C(4) - 0x01. Have no clue as to what it does.
0x10(10) - Padding.
0x20(30) - Song Data Start

Song Data Format:
0x00(4) - Sound ID, as in 280F (Fire Emblem, Melee)
0x04(4) - Franchise Category
0x08(4) - Franchise Icon (Appears in the background, TextureData[12], MenSelChrMark but it's in an odd order)
0x0C(4) - Original Flag
0x10(4) - Title ID (One of the many song title MSBins)
0x14(4) - Credit ID (MiscData[8], hold X to find)
0x18(4) - Composer ID 1. This only appears 3 times. (MiscData[5])
0x1C(4) - Composer ID 2. Usually used.
0x20(4) - Composer ID 3.
0x24(4) - Composer ID 4. Fire Emblem is weird about this.
0x28(4) - Padding. Suppose they almost had a 5th composer slot.
0x2C(4) - Sound Credits (MiscData [4])

Someone also documented MiscData[14] in Common2_en, here: http://www.smashboards.com/showthread.php?t=306531

* All data categories can be found in nu_menumain_en.pac
* Placing a sound file in this banks it for use throughout the game.
* This WILL appear in the sound test, and carries through any stage sound selection.

I am going to test out adding a new slot today, see if I can't get adding a CSE file to work on a level. And if it does, I'll add a youtube video. Btw, does anyone know how to add a tracklist slot (2A is the last one, used by the menu, 2B and 2C crash the game)? I'd like to make new tracklists with names for Stage Expansion stages, but so far it just crashes the game whenever I try to change a level's tracklist with the custom tracklist code to 2B and set up some entries for tracklist 2B. It would be awesome to make real tracklists with individual probabilities, but I can't jump that hoop.
57  Help & Tutorials / Help / Has anyone actually gotten BrawlDJ to work? on: July 07, 2011, 05:36:46 PM
So, I was attempting to use BrawlDJ (link here: http://www.smashboards.com/showthread.php?t=301226) to add some songs to some stages (and eventually get Stage Expansion codes to work), but every time I try to inject my custom_snd_BGMSysData.txt, I get this error:

Code:
Warning SongID 2703 has no name! If it is used in My Music it will freeze!
New title entry for SongID 3000- Custom Song - index 265
Traceback <most recent call last>:
File "BrawlDJ.py", line 9, in <module>
inject<>
File "C:\User\(My name)\Downloads\brawldj_v1_0\functions.py",line 109, in inject
write_sndBgmTitleData<entries, "build/sndBgmTitleData.dat">
File "C:\User\(My name)\Downloads\brawldj_v1_0\functions.py", line 15, in write_sndBgmTitleData
f.write<pack<">I",thing>>
struct.errot: integer out of range for 'I' format code
Press any key to continue...

No matter what I do, if I add a song or so much as change a song ID of an existing slot, I'll get this error. Even if I give a name to Hanenbow I'll get this error. This is driving me up a wall, so has anyone found a fix for this? Or even how to do this process manually? I don't have an account over to Smashboards and I know that Dantarion's at Anime Expo, so I'm asking here...
58  Help & Tutorials / Help / Re: custom ios installer on: July 07, 2011, 05:21:44 PM
Dude, it's only been 20 minutes since you posted before bumping it. Give it some time.

And to answer your question, google's your best friend. Because everything related to having a CIOS is heavily associated with piracy, we can't really talk about it here. There's no need of it to run hacks, use gecko, or use riivolution. You're going to want to figure out the answer somewhere else.
59  Super Smash Bros. Brawl Hacking / Music & SFX / Re: IWasAPerson's Music Thread: Updated 4/30/11 - Taking Requests! on: July 06, 2011, 01:15:18 PM
Huge bump for a new song. Thanks to a request from PervyTheShadow, I now have done Flutter Vs. The Gesellschaft (man that's hard to spell) from Megaman Legends.

Expect a bunch more songs when I get the chance to upload them today, and as usual, if you have a request, I'll be more than happy to do it.
60  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: project wesker PSAer appreciated im animating it ^^ anim. teasers ^^ on: July 03, 2011, 11:05:17 AM
*bump* So animation rips done yet?

Yep, actually. I decided to stop being lazy and actually upload and PM them, so jokekid should have the anims.
Pages:  1 2 3 [4] 5 6 7 ... 12