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1  Help & Tutorials / Help / MotionEtc files won't load on: December 12, 2015, 10:48:31 AM
I've been starting to use Dolphin recently, which is much more convenient for me to test my mods without needing to always turn on/off my wii and plugging in/out my SD card.
Everything has been going well so far, cheat codes are working, textures are replaced, attack files are working HOWEVER MotionEtc files are not read at all, and that, for any character !
I use WiiScrubber to replace files directly into the brawl ISO. It says that the files are successfully replaced, i can see that it works for textures, attack files too, but MotionEtc files are ignored, the default ones are loaded from... nowhere ? Or the replacement fails despite what WiiScrubber says.

Could someone help me with that, please ?
2  Super Smash Bros. Brawl Hacking / Stages / Chaoszard's Castle of Sin [working on V2] on: June 19, 2013, 12:00:48 PM
For now my PSA/Animations projects are paused so i decided to start making stages. Well... not making them entirely, but modify stages i can find on the vault, delete some elements are retexture them, these are the only things i can do for now without causing a freeze.
So my first attempt is named "Castle of Sin". The basis is Hyrule Castle 64, made by Mewtwo2000, where i'll change all textures, the background, and delete some towers and/or platforms. But before going farther i want to know what you think of it. I have taken one picture of what i made so far, check the spoiler below.

So why this name ? If you, like me, have known the famous game Doom (especially Doom 2) which was the first FPS game ever made (or one of the first) and that you played on computer during your childhood, then you may remember the last map : Icon of Sin. Where there is a big daemon face into a wall that shoots monsters at you, and in order to defeat it you have to shoot... into a hole on its head where you can see its brain. For those who used the no clipping code, inside the brain there is a human head on a spike, he is John Romero. That's it for the story.
This stage will contain many textures taken from Doom 2, and, as you expected, the background is the daemon and his wall, the Icon of Sin itself !

Now here are pictures of my progress :

Background
Main tower and floor (unfinished)
Area on the left (unfinished)
2013-06-26

2013-06-30
I didn't plan to take more picture but i can tell you that as it's going well, Version 1 of my stage will be release soon... like in 2~3 days. I know already how to improve some textures so i keep it for my V2.
2013-07-02
This is it, V1 has been released ! Now i'll work on V2 which will have its textures improved. 3 new pictures are available. Also i have to say that as the original game is old, quality of textures is low, i can't do anything about it... as well as the noise made by that guy riding his pig (that is invisible). If you know how to get rid of it, telling me would be cool.



3  Super Smash Bros. Brawl Hacking / Attacks and Animations / My next (small) PSA : Super counter on: October 25, 2012, 11:17:22 AM
I'm sure i'm not the only one who noticed in videos of tournaments, friendly matches... that Ike's and Marth's counters were rarely, even never used.
It's comprehensive as if it fails, it makes the character vulnerable for a non negligible time. And it's not really the best way to get a KO.
So i decided to do something about this. For Ike first.
I also want to know if you think it's a good idea.
That's why there is a poll.
Go on, vote ! You have 15 days to do so.
And now, as it's 100% done, here are some previews :

LEVEL 1
Normal slash
Default knockback
LEVEL 2
Fire slash
Better knockback
LEVEL 3
Fire slash + explosion
Better knockback than level 2
More details :
When a counter is successfully done, it earns 2 points.
When a counter fails because you take a hit BEFORE counter gets active, it does not lose or earn points.
When a counter fails because animation ends or you take a hit AFTER counter is disabled, it loses 1 point.
Level 2 is reached when points are between 2 and 5 (both included).
Level 3 is reached when points are equal to 6 and higher.
The smallest point value is 0. It can not be lower.
The highest point value is 10. It can not be higher.
4  Help & Tutorials / A/A Tutorials / Change attacks depending on damages / how many times they are used on: October 22, 2012, 10:44:24 AM
In this tutorial i'm going to share with you 2 things i discovered by myself to change collisions/SFX/GFX... of a move depending on :
-How many damages the character have (not for 1 value only !)
-How many times an attack is used.

Let's start with the first thing.
Everyone should have read in many places / topics that IC-Basic[2] = current damages of a character.
It's very interesting as it can make many things possible. But it's more interesting to have various effects depending on several values of damages.
Like 0% to 150% = this, 151% to 300% = that, etc.
I'm going to show you how to make it.
Let's make an attack which makes more and more damages when its owner have more and more damages.
It should look like this (from the first If Compare to the last End If) :

To make this, you need first an If Compare.
Choose this one :

And enter values shown in pictures (replace 200 by the number you want) :

Of course copy/paste collision(s) that is (are) here as many times as you have comparisons. Then change inside what you want : damages, knockback, flags...
This code will compare first if current damages of character is equal or higher than the highest value, and if it's not the case, it will then check the value just under, and under, until a comparison is true or until it reach the latest Else.
Remember to ALWAYS do like it is shown in the first picture, don't make something like 400 > 300 > 500 > 200 > 100 because it won't work properly, i let you guess why.
Congratulations, you just made an attack which deals damages depending on current damages of its owner. Of course you can use this for other purposes, like modifying knockback, activating GFX, SFX, etc...

Now for the second thing.
I found a way to make something similar to what i shown you above, but not depending on damages this time, depending on how many times an attack is used.
It works on the same basis, with If Comparison functions.
The most difficult thing was to find a variable that could be incremented / decremented / replaced by a value / compared to a value. I tried many things and eventually i found something that worked.
Let's do again an attack which deals damages depending on how many times it is used until it ends. I have done it to Yoshi's grab, the more he pummels, the more it deals damages. Of course the variable which counts each pummel goes back to 0 when Yoshi is doing a new grab, to avoid dealing a huge amount of damages easily.
Like previously, make several If Comparisons (copy and paste are useful). But it is looking different this time :

Use the same If Comparison with same parameters EXCEPT this one :

You may have noticed something else...
At the bottom of the code, there is a Float Variable Add: RA-Float[150] + 1
Use this :

It's not over yet. This RA-Float[150] needs to be 0 at the beginning of the grab and also needs to go back to 0. Here is how to make it (make sure to do it for Catch, CathDash and CatchTurn) :

IMPORTANT : RA-Float[150] may be already used (Ike for example) so you have to choose an other variable if you have freezing issues.
Like previously you can use this for other purposes, like activating GFX, SFX and other stuff...

Variables that works fine for some characters :
Charizard [150]
Ike [75]
Yoshi [150]

This tutorial is now over, have fun with brawl hacking !
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Chaoszard's Lair [Current : Grab specialized Yoshi] on: February 23, 2012, 12:49:03 PM
Welcome to my lair. This is where you'll see all my PSA and/or Animations projects.

WARNING : Everything has been made to work with my game settings, i always play with a knockback of 50% or lower and with damages that never decrease !

CURRENT PROJECT : Grab specialized Yoshi
STATUS : RELEASED [NTSC-US] 50% [PAL]

The purpose of this hack, which has both a PSA and a Motion file, is to make Yoshi specialized with grabs and throws. That means he would count on it as a main way to KO his opponents. After all, the main ability of Yoshi since he has been created, as you can see in many games (old ones especially) is the fact he can catch his enemies with his tongue and gobble them up. So this is what this hack is focusing on.
Several things are changed in order to do this :

As long as his tongue is out, it can catch opponents. This is quite self-explanatory. Yoshi's tongue is able to grab enemies as long as it is out of his mouth, so it is hard to avoid, and you wouldn't be able to run at Yoshi anymore like before, when his tongue is going back.
High knockback throws in order to turn them into killmoves. Very high on up throw, high on down and side throws.
Very low damages with some throws. Of course it's just spitting out the opponent... that shouldn't do any damages at all, but it still does, however damages are very low, for up and down throws.
Spike on down throw. Yoshi has a good spike, but hard to do. So he would be able to spike with his down throw, which would be very useful when combined with the sliding effect of his grab dash.
More frames but more damages for side throws. I hesitated a lot about this, but i decided to make them last longer, due to some stages which have the KO zone really close to the edges, so Yoshi could KO opponents too easily on them (sliding grab + side throw). In multiplayer battles your ally may free you before that happens. Also at the middle of the throw there is a sort of pummel which deals damages depending on current damages of Yoshi.
No more weird small mouth when an opponent is inside. This is what shocked me when i left Melee to play Brawl. So i made Yoshi have again a big mouth when he has an opponent inside. Also the player indicator is not anymore showing Yoshi's nose because it was weird.
Low knockback on smash attacks. Yoshi would have been cheated otherwise. All this power given in his grabs and throws has been taken from his smash attacks. So don't really count on them to KO your enemies. You can still use them to make their damage raise though.
A new damaging system for pummels and Neutral B. This is where i have to explain a lot. The number of pummels Yoshi does is stored into a value. This value determines how many damages a pummel does. That means the more you pummel, the more it deals damages. There are some moves that make this value decrease, like side throws when they deal high damages, but the main is Neutral B. Here are details about it :
less than 20 : 1 damage
20 to 44 : 2 damages
45 to 74 : 3 damages
75 to 109 : 4 damages
110 to 149 : 5 damages
150 to 194 : 6 damages
195 to 244 : 7 damages
245 and more : 8 damages + 1 damage recovery
Of course the highest damages would be really hard to reach, especially during low stock battles. Also if you want to reach it you would have to not use Neutral B, which is well known to make combos with.
So what's new with Neutral B ? Several things. No damages anymore when the opponent goes out of Yoshi into an egg. Anyone in the egg can't take external damages but would have to get out fast because damages increase within time spent into the egg. But the main thing is that while the opponent travels into Yoshi's body, Yoshi's damages would decrease according to the value i mentioned above (the number of cumulated pummels). Here are details about it :

Less than 20 : nothing happens.
20 to 34 : 10 damages recovered, value decreases by 15
35 to 49 : 17 damages recovered, value decreases by 29
50 to 64 : 25 damages recovered, value decreases by 44
65 to 79 : 32 damages recovered, value decreases by 58
80 to 109 : 40 damages recovered, value decreases by 73
110 to 149 : 55 damages recovered, value decreases by 90
150 to 199 : 75 damages recovered, value decreases by 105
200 and more : 99 damages recovered, value decreases by 120
Can be very useful on some bad situations. Also missing your neutral B won't affect the value. And a last thing about it, the value can't go above a maximum i defined, also it can't be negative. That means you can't have a huge value allowing you to recover many times 99 damages.

A very last thing that is already included in the PSA (since i made it for 70% of characters), there is the "autodeath" that happens when you reach 999% damages. The character simply disappears and loses a life, but it does not happen on all animations.


LATEST PROJECT : Randomchu PSA
STATUS : RELEASED [NTSC-US] RELEASED [PAL]

Not a lot of things to say about this, title says everything.
This is a PSA for pikachu where all his electric attacks have their damages, knockback and/or self damages be set randomly.
Such PSA can fit very well to a Pichu model as in SSMB Pichu was giving himself damages when using electric attacks, but this time it does not always happen.
It's like giving Pikachu a sort of hidden power.
More details :
Side Smash has a random knockback for the farthest collision. 50% probability for each case to happen.
1- Lower knockback than usual
2- Higher knockback than usual
Down Smash gives random damages to Pikachu and/or the enemy during the 6 loops. 33% probability for each case to happen.
1- 1% damage (6% in total) to the enemy and 3% to Pikachu at the end.
2- 2% damages (12% in total) to the enemy.
3- 3% damages (18% in total) to the enemy.
Forward Aerial gives random damages to Pikachu and/or the enemy during the 4 loops. 33% probability for each case to happen.
1- 1% damage (4% in total) to both the enemy and Pikachu each loop.
2- 2% damages (8% in total) to the enemy.
3- 3% damages (12% in total) to the enemy.
Down aerial may act as a spike when dealing its original damages (12%) or has its default trajectory with less damages than usual (8%). 50% probability for each case to happen.
Grab Attack gives random damages to Pikachu and/or the enemy. 25% probability for each case to happen.
1- 1% damages to both the enemy and Pikachu.
2- 2% damages to the enemy.
3- 3% damages to the enemy.
4- 4% damages to the enemy.
Forward Throw is the attack that can cause the highest damages to the enemy as well as Pikachu. 25% probability for each case to happen.
1- 6 loops of 1 collision dealing 1% damage to both the enemy and Pikachu (6% in total).
2- 3 loops of 1 collision dealing 3% damages to the enemy (9% in total).
3- 4 loops of 1 collision dealing 3% damages to the enemy (12% in total).
4- 16 loops of 1 collision dealing 2% damage to the enemy (32% in total).
Special Down is the only attack that can heal Pikachu. 33% probability for each case to happen. Note : lightning is not affected.
1- 12% damages to the enemy and 3% to Pikachu.
2- 17% damages to the enemy, higher knockback.
3- 22% damages to the enemy and Pikachu recovers 6% damages.

OTHER PROJECTS

Super Ganon PSA + Moveset
STATUS : RELEASED [NTSC-US] RELEASED [PAL]

Ganondorf needed work too because he's too bad. I could have made a broken Ganondorf but i tried to make him more balanced to give him better chances to win battles and not turn him into another Metaknight.
I didn't make him faster (walk and run) or much resistant to knockback. I just gave him more power with his slowest attacks, and a better recovery. So here are details :

-Side B goes farther and Ganondorf can not fall anymore off stage with this attack (when made on ground).
-Up B goes higher and catching opponent with this attack deals more damages.
-Warlock punches are still slow and predictable... but they have a crazy knockback and deal heavy damages.
-Up A on ground makes 3 explosions instead of 1, so it has a better range. In my opinion this attack was a bit useless before.
-Down B is a new attack. I estimated that as it was the same as C.Falcon's, i needed to give him another move. So Ganondorf can use it on ground or in air, if he uses it in air, he will float until the attack ends. Two sort of auras appears at his sides, then they turn into darkness, making multiple collisions, while ganondorf is in super armor. These auras are bigger when the attack is made on ground. Super armor's duration is lower in air.

-Grab has a better range as it was really short.

Balanced Bowser PSA + Moveset
STATUS : RELEASED [NTSC-US] RELEASED [PAL]

As Bowser is one of my favorite characters (i like dragons and huge beasts), i decided to give him more chances of winning battles by making some of his moves more balanced. Of course not just turning all of them into powerful and cheated moves, that's not the purpose.
So here are things that i modified :
Increase damages and/or knockback of his slower attacks (Up air / Down air for example).
Decrease damages and/or knockback of his fastest attacks (especially side B which seems to be spammed a lot).
Give him a better grab (a little more knockback to his side throws, but lower damages) and i gave him back his biting grab attack that i missed from SSBM (with his Side B) which makes him recover a few damages.
Give him a spike, i thought about his down tilt (first hit)
Modify his Down B. I was wondering, no one noticed a problem ? Same damages/knockback when done close to the ground or from a high spot... seriously... So i turned his Down B into an attack which has damages/knockback depending on time spent in the air before landing.

Super Counter PSA for Ike
STATUS : RELEASED [NTSC-US] RELEASED [PAL]

The idea was to make a better counter for Ike as it seems to be a useless move. In many videos (tournaments, friendlies) showing battles with Ike, his counter is rarely and even never used. Why ? That's simple. If it fails, Ike must wait for the end of animation and is vulnerable. And it's not a very good kill move.
That's why i decided to give him a better counter.
Here are the details :
This is a 3 level counter. Each time a level is reached, counter is more powerful. But it can level down if it's used too many times for nothing.
When a counter is successfully done, it earns 2 points.
When a counter fails because you take a hit BEFORE counter gets active, it does not lose or earn points.
When a counter fails because animation ends or you take a hit AFTER counter is disabled, it loses 1 point.
Level 2 is reached when points are between 2 and 5 (both included).
Level 3 is reached when points are equal to 6 and higher.
The smallest point value is 0. It can not be lower.
The highest point value is 10. It can not be higher.
LEVEL 1
Normal slash
Default knockback
LEVEL 2
Fire slash
Better knockback, can easily send away an opponent when a smash is countered.
LEVEL 3
Fire slash + explosion
Better knockback than level 2. Enough to turn counter into a real killmove even when countering tilts.
You must know that i usually play with a defense ratio between 0.5 and 0.25, so it has been tested with these conditions.

Hungry Charizard PSA + Moveset
STATUS V1 : RELEASED [NTSC-US] RELEASED [PAL]
STATUS V2 : 0% [NTSC-US] 0% [PAL]

Yes, V2 will stay 0% done until i can modify fighter.pac. A new version of BB needs to be uploaded for this.
So this is my first PSA/Moveset project.
Why a hungry Charizard ? Because i saw on Youtube a video of a mugen battle where a Charizard was eating his opponents. I found it awesome, that's why i decided to make it for Brawl.
After several months of hard work and freezes (i was new to brawl hacking), i managed to make what i called a "version zero".
It was not really playable as Charizard was always big, this was the only way i found to make his opponents disappear when eaten by him.
Everything is explained in video below.
SSBB - Hungry Charizard Project

Not really good, yeah...
I didn't modified it for months until i got used of PSA and Brawlbox. Then i decided to make a version which could be playable enough to be on the vault. Version 1 was born.
It took me less time than Version zero, and i managed to give Charizard balanced and interesting moves.
Check video below to see what changed from V0 to V1.
SSBB Hungry Charizard PSA + Moveset Version 1

Here are some details about what's new from the original PSA/Moveset of Charizard to my V1 of my project :
-Throw behind : 9% damages, high knockback, original animation
-Throw forward : 10% damages, average knockback, original animation
-Throw high : 11% damages, average knockback, original animation
-Throw low : 13% damages, low knockback, charizard spits out his opponent on the ground while raising his right foot then stomps on him.
-Grab attack : Damages given depends on current damages of Charizard, as well as how many damages he recovers for each grab attack. Low speed. Charizard rubs his belly and fire escapes out of his mouth.
0% to 149% = 3% damages inflicted and 2% damages recovered
150% to 299% = 4% damages inflicted and 2% damages recovered
300% to 449% = 4% damages inflicted and 3% damages recovered
450% to 599% = 5% damages inflicted and 3% damages recovered
600% to 749% = 5% damages inflicted and 4% damages recovered
750% to 899% = 6% damages inflicetd and 4% damages recovered
900% and more = 6% damages inflicted and 5% damages recovered
6  Super Smash Bros. Brawl Hacking / Portraits, Menus, (etc...) / Chaoszard's CSPs on: March 30, 2011, 12:57:12 AM
Here are self-made CSPs (from pictures taken in game) for some characters. There is one picture of each CSP so you can see how it looks like. Credit goes to people who made the vertex/textures. ALL CSPs ARE READY TO BE INSERTED INTO BRAWLBOX ! That means no need to rename them and there is no blank around the character.
If you encounter any issue (broken download, bad link, etc.) don't hesitate to tell me.


BOWSER

DONKEY KONG

CHARIZARD

GANONDORF

LUCARIO

LUIGI

PIKACHU

SNAKE

WARIO

YOSHI
7  Help & Tutorials / Help / A Pokemon Trainer related question on: March 28, 2011, 11:31:47 AM
I was wondering is there a way to choose a pokemon and play with him without the pokemon trainer behind (so no pokemon switch after death) ? But without making a slot (player one for example) with the choosen pokemon only.
In fact i think (i'm sure this is easy to do for a hacker) that the best way is to use the "character modifier" code that is below :

Character modifier (P1) [Link]
4A000000 9018F140
10000098 000000XX
E0000000 80008000
And make a button to activate this code only if the player wants to play with the wanted character (for me it would be charizard with no pokemon trainer).
Thanks for taking a look at this.
8  Help & Tutorials / Help / What is wrong with this code ? on: January 27, 2011, 05:48:56 AM
I found a [ Action Modifier for 2 moves ] code but it is not working...
I don't know who made this but i think it is the same person who did the [ Action modifier ] code (1 move only, working, i'm using it every time).
Here is the code (PAL) :

4A000000 8077A780
D2000000 00000005
2C030000 41820010
2C1C0XXX 40820008 < 1st action
3B800YYY 60000000  < Replace 1st action by YYY
2C1C0XXX 40820008 < 2nd action
3B800YYY 60000000  < Replace 2nd action by YYY
939E0038 00000000
When starting the game (after the Gecko OS), it says "Exception (dsi) occured !"
So... what is wrong with this code ?
Is there someone who have this code working ?
9  Help & Tutorials / Help / a CSP and co. related question on: January 26, 2011, 06:09:33 AM
All CSPs i made are working perfectly and i recently wanted to change the small character pictures and even the damage numbers.
So i prepared the pictures (the same way i did for my CSPs) and i saved them in my common5.pac file.
But in the game, there are still the old pictures and numbers.
Is there something i missed ? (like to create a folder in the SD, or my file replacement code is too old  /!\ PAL )
10  Help & Tutorials / Help / A general code request on: January 05, 2011, 12:52:01 PM
I couldn't find a general code request section.
Someone told me to try this part of the forum for my code requests.
Here we go :
-Disable the "ready to fight" line (couldn't find this code)
-Control camera with a GCN controler in slot 4 (tried a code i found but didn't work)
-Action modifier for more than 1 move (as the previous code, tried a code i found but "exception dsi occured")
-Infinite grab time (couldn't find this code)
-Moveset swapping between Bowser and Charizard (tried some codes i found but absolutely no results)
-Set stamina to 999% (couldn't find this code)
-Set number of lifes of each players (couldn't find this code)
By the way, something important, i'm in PAL region.
Thanks for taking a look at my code requests !
If i've got other ideas of codes, i'll let you know.
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