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1  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Articles are now a thing!! on: January 04, 2023, 11:21:49 AM
Hello again dear thread.

I am once again bumping up this thread to say that I have been able to add one Article/Projectile to a character lacking any projectiles:

Marth has now an Article!
<a href="http://www.youtube.com/watch?v=IQn45KT39uM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=IQn45KT39uM</a>

Well not 100%
Its 100% added through the Module side of things, but with how hard it is to add any custom data sections/articles/Paramnodes in a PSA file. I had to use the FitIke.pac file as a base for this to work ingame.
As soon as we can add articles through PSA (like PSACompressor) or another standalone program, adding these would be much easier.
Heck, I would even pay someone to make such a program for me just so we can get forward in the Article department.

Right now I am currently in the making of "replacing" an existing article with another article.
Like replacing Ness PK Fire to like Sonics Spring would be a huge step in this department.
But this is currently on halt due the PSA rebuilder problem.

I did something similar with an "Item Article", by replacing Jigglypuffs Sleephat with an "Null Article" with toonlinks bomb attached to it. The "Article bomb" spawns in the middle of the stage, while the "item Bomb" spawns in Jigglypuffs hand.
<a href="http://www.youtube.com/watch?v=W65rPxPGSWY" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=W65rPxPGSWY</a>

But I wanna try with a real article

Thats not all folks!
I have also dug deeper onto how soStatusUniq works and ported these over to other characters to see how well they work. I also successfully added a "Search Collision" to characters ("Inert" according to PSA)
I was able to port over Zeldas Final Smash of 99% working, Ikes Final Smash 99% working, Lucarios Final Smash AND Up B fully working.
You can check out the result down here.

<a href="http://www.youtube.com/watch?v=MpD_007OGNg" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=MpD_007OGNg</a>

<a href="http://www.youtube.com/watch?v=2HdXCtWhDNQ" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=2HdXCtWhDNQ</a>

<a href="http://www.youtube.com/watch?v=gyhsdjodcl4" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=gyhsdjodcl4</a>

<a href="http://www.youtube.com/watch?v=y47AggVOiN0" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=y47AggVOiN0</a>
2  Help & Tutorials / A/A Tutorials / [Advanced] Adding Actions on: November 15, 2022, 12:04:07 AM
I know that not everyone is following the programming section, so I decided to create a topic here so people can found it easier.

I will try to make it into a KCMM Friendly post guide, but right now you can check here for the full guide. Both with pictures and detailed information of what needs to be done:
3  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Adding Action is now! on: November 14, 2022, 11:56:41 PM
Hello again,

I have been now on a spree and figured out how actions works inside & out.

Maybe not exactly everything, but enough to figure out all the offsets and data that needs to be changed to increase the action count for all characters flawlessly.

There is not really much custom coding to fix it, as most of the offsets are static.
But the main issue is that its rather tedious: over 48 changes that you need to do to get it flawlessly.

Here is a guide on how to add actions to one character, with details and examples on every offsets that need to change:

Speaking off static: While all the offsets you need to change is pretty much static in their placement, the "code group" they are in usually is not.
It would be hella great to found a way to automatimize this progress, but I will sadly not be the one who will make such a thing
4  Super Smash Bros. Brawl Hacking / Programming / Re: Let's look into Module Fíles (.rel) - Defensive Collision is now! on: April 18, 2022, 02:28:22 PM
Hello everyone.

I am going to be an evil mess and revive this topic I created years ago, so I am sorry in advance for the mods and the rules.

However, I have returned after 5 years of slumber from KC-MM.

Adding Defensive Collisions is now a thing:
I have been doing alot of work thanks to PW's notes about the internal Memory and shared most of my findings on Discord, but never here specifically.

So, I have been successfully added a reflect.

also have added an absorb that heals.

And now also a Counter defensive collision.
Sadly this counter doesnt have the "damage multiplier" yet like Marth and Ike has.

And today, I just released a guide on how to add defensive collision!
Right now as I writing this, I have only added for Counter so far, but in the near future I will also add Reflect and Absorb to this document.

You can read the guide here:

My mission is soon complete with figuring out the defensive collisions and find more ways to make the future PSA's more creative and being less limited.

Speaking of Limitation, my current interest is to find an effective way to add new Actions.
Right now, I have been 95% successful to add more actions to both Jigglypuff and Lucario, thanks to PWs memory notes.

There are some weird side effects as of right now.
Both works perfectly in the game (loads normally and can exit the stage normally)

But for Jigglypuff, only one of jigglypuff can be at the match! if any more jigglypuffs are spawned, only the last spawned one will be able to move while the others are stuck in t-pose.

For lucario, they cant respawn after death. They might also lack the "graphical hit effects" when they hit an opponent, if Aura does have an "graphical hit effect"

As soon as I am able to add new actions that are 100% free, I will make another guide.
But if anyone wanna help me to find out how and why these side effects are happening, please contact me on Discord, as I have been rarely logged in here.
5  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 26, 2016, 06:10:58 AM
There's no reason to take that risk. I want the exploit as much as anyone, but I understand why they wouldn't.

Here's to hoping!
never said there should be a reason to take that risk. all I said is that the hope is not all lost if the exploit gets patched out
6  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 22, 2016, 03:59:31 PM
knowing nintendo, they properly will patch it if it will get released and abused similiar to how Hacking Pokemon on 3DS was.

but that doesnt mean that this is the last "hackable" way. it can possible come that way that in next patch, they [censored] something up and we get our mouse hole for hacking! only problem is how to find it is the biggest question
7  Super Smash Bros. 4 Hacking / Smash 4 (Wii U) Hacking / Re: Smash Wii U Research and Development Thread (Testing possible! Coders needed!) on: March 12, 2016, 04:19:56 AM
this is super delicious~ its like you can eat it~

however, the only thing I really want to have is unlimited Camera Control together with Stationary Camera+Movement Camera in both Replay and in matches! when that comes I will try to get on the train :3
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: March 03, 2016, 12:04:51 PM

how the Star KO and Respawn platform look like
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 25, 2016, 03:21:13 PM
A controller?
damnit my joke was destroyed

I made it so the character has "his own respawn platform" instead for the normal one (it has a firering as the test)
together been exploring if I can change the animations on Star KO, on Respawning and replacing the effect on death on bottom/side and Star KO
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: February 25, 2016, 11:17:39 AM

guess what I am playing with?
11  Super Smash Bros. Brawl Hacking / Programming / Re: Project M Codes Official Release Thread on: October 15, 2015, 12:39:19 PM
I support this! the pokeball limit to 8 is a blessing!

but dont really understand the purpose of the first code, what does it do o:
12  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: September 19, 2015, 05:16:39 PM
! UpSmash, "Evil Glare", Nightmare Punch

!UpTilt, UpSmash, DownSmash and SideSmash

some effects thats done
13  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: WIP PSA Workshop on: August 17, 2015, 03:59:14 PM
some effects to my PSAs 'w'

UpB Trail

Side Tilt

Neutral B/Nightmare Punch
14  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.76 on: June 01, 2015, 06:34:54 AM
there is something I would like to check:

who many have the problem that using Brawlbox built in printscreen turns pitch black? in earlier version all had a 50-50 chance of the pic is only the color black!
now in the new version its a 100% chance off all pics are black!
if anyone know how to fix it, I would lovely know

to those who have this problem and doesnt have, tell me where you are from and what computer specs you have!
15  Super Smash Bros. Brawl Hacking / Programming / Re: BrawlBox 0.76 on: May 25, 2015, 04:21:35 PM
you BJ, you have my undying support for whatever you do even if it doesnt show that much!

thats sad that brawlboxs shader is messed up on non-english computers. I do hope its a easy fix, that easy fix so either we can do it by ourself or a new coder can easy set it up!
(no, that guide you gave me bj didnt work and I am 100% sure)
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