Sounds very simple. Btw, is it going to be added to PSA, brawlbox or something or it is already available? Or something else?
actually no, it cant be added atm. I had to hex it into it with hex program which is like 3 times more problematic than adding true glide/Fly/Crawl information. it couldnt even be added normally so I had to replace Article Floating points/Params to get it to work D:
until I found a way for ADDING and not replacing, I will do a tutorial for everyone use
to further fill the hype, the Action Override does only a couple of character have. Yoshi and Link are prime example to those who was them. not all of them has, jigglypuff didnt have it until I gave it Action Override Entry and Exit and works great ingame!
Action Override is a special "Action command" that lets you do your own common action instead for the one that was used in "Fighter.pac", basically all Actions before 274 (your Neutral B action)
in my case, I changed the actions 26 and 27 (the Guard commands) to change the Guard Effect to Jigglypuff Sing Effect, disable "Rolling" and Spotdodging and the guard decreasing over use, but you get hit with the shield to get out of it
to those who dont understand, I added Action Override to Jigglypuff in replacement of his Rollout and final smash params. sadly thanks to the replacement, the B and Final Smash will freeze the game once used. but this proves that Action Overrides will work no matter who it is. we only need to find a way to add it without replacing old params D:
a PSA(s) of me and KJP using "Let the Swap Begin" modules created by me! KJP did most of the coding, but I cant thank him enought! still a WIP and I really love how Nightmares final smash "Dream Eater" turned out <3
Been a while since something was posted here, just wanted to let people know that development hasn't stopped
Anywhozits, here's some pictures! Methods! Under section 5 will be the methods. Im still working on a few kinks here and there, but for the most part they are completely functional. You can right click->open memory viewer to open directly to the method's target section and offset. Using the section editor of course, so it will disassemble and show the method. This also means you can see linked commands and open relocations, since it's using the section editor. (which is AWESOME for following exactly what a method is doing.) speaking of which...i'm also working on making it so you can double click on any branch or branch link command, click "Open Branch" to jump to where the code would jump to, without doing the math yourself Just more convenience for following the methods flow
(Don't mind the red colored nodes, that was just to temporarily show me that external method nodes were working right...though it could stay if people would like?)
forgot to ask more of this. will you be able to press on a Method and see what it leads to hex and possible able to change it directly on it instead for going into section[5]? o: let say I want to change Method[0][0] in your pic from external to inside module directly by pressing on it without looking for it in section5? will you also make it possible to add Method in a section this way? also, keep it red! that way its easy to tell if its used in that module or not!
I am so freaking hyped about this (I'm sure Pikazz and many other PSA hackers are hyped about this too)
Will there be a Tut or something to do this? The ability to add defensive collisions in module files/gct would be a HUGE boon for ALL PSA hackers and would open MANY possibilities for old and even new movesets (now only if someone can figure out how to add articles)
I already have a copy of P:M on my computer, but I'm definitely going to download the new P:M update now.
pretty sure that they will not give out anything of that sadly. maybe some directions on "how" its made but even that is as rare as finding a pokemon in the wild.
I am just happy that defensive collision isnt impossible with shown proof <3
cant wait for the BL Goto will you make it also show in colored text on the linked command like the relocation data does? (example on hex 0x140 you see its colored red because it has a relocationdata linked to it)
oooh o: tell me "what" it is, if it were a GCT code fix or only with modules? o:
trying to do only with modules under a long time, got everything covered with Methods and suchs except for 2-3 things, which is correctly impossible without a proper Module and PSA rebuilder D:
unless it is against the PMBR rules to tell what kind of fix it was D: really want to make defensive collision work with minimal gct codes on my own