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91  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 13, 2013, 11:11:36 PM
I'm too tired and busy to do it tonight, I will see when my schedules going to be free and post in advance. Tonight I'm just going to get everything prepared for when I do
92  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 13, 2013, 06:07:42 PM
So wait, is there a version of this code that allows me to copy stuff like captain falcon, but as a new root, and also what is it in the fighters section?

Its pretty much what you see is what you get at this point.
The large block of code at the end is actually a bunch of codes doing a lot of seperate things all put together. In fact, it wasn't even made by hand, it was generated by a script.
93  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 13, 2013, 03:27:15 PM
Yeah, I would do this live, and then maybe put it on youtube. I just need to plan out the best way to do this.

I want to have it planned out in terms of steps, and time myself from beginning to end.

I will be using the following tools for those interested.

1. Dolphin
2. IDA
3. My unreleased module rebuilder
4. Notepad++

I don't think ill need to use a hex editor, or really any other tool other than those 4.
My module rebuilder is extremely hard to explain how to use but maybe it will make sense when i use it on the stream. If I am feeling good I may do it tonight, if not Ill try to plan for a day if people want to tune in. I think 9 or 10PM PST tonight would be the time I would do it if I do it tonight.
94  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 13, 2013, 02:44:44 PM
adding more costumes has already been handled by cBliss. The clone engine has to handle a LOT MORE than just managing costume flags and cosmetic textures Cheesy
----
Edit:

I might stream my screen and port a character from scratch sometime soon, would anyone find that interesting?
95  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 13, 2013, 08:59:20 AM
I looked into the pointers of the codes and there so much extra space that the information can be stored.

These codes don't modify the pointers. Or the tables.
You are looking at where the data for loading the characters is stored i think
96  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 13, 2013, 02:42:24 AM
Using the extra slots...all the ones after MarioD..they aren't really character slots. There are many tables in the games memory that assume that the character ID is below MarioD's, and the game ends up writing to random places in memory (invalid pointers) or overwriting blocks of memory, (the save data can be corrupted easily).

The places that are overrwritten aren't even constant, because they depend on whatever data happens to be after each table in memory, which in some cases, is constantly changing.

This resulted in a long period of time where PMBR members complained about random things freezing, and some people running into random freeze issues that persisted even when loading the game without codes.

These codes barely resemble the ones currently in use, we had to go about it differently, and unfortunetly, its resulted in codes that don't work without Project M modules, and modules that don't work without Project M codes.
97  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 13, 2013, 01:54:14 AM
I don't even care abotu them being posted. I'm just discussing further development of these codes at this point.
98  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 12, 2013, 11:46:08 PM
I think the people here so concerned about the PMBR's feelings should consider that this leak isn't hurting their project in any way.


It's not about it "hurting" Project M, its about posting someones half-assed, half-finished work without their permission and going "look, we gave you credit!, its okay now right?"

Its a slap in the face to the person that put in the time to do the work.
By the way, how do these codes work again? What exactly do they do? Going out of your way to piss one of few people on the entire planet that has made ground breaking progress on something "a large number of people on the boards have been pretty hyped" to get working seems a bit strange.

Are you hoping that by studying these codes someone will be able to figure it out?
The problem with porting characters is in the MODULES. These codes will bring no one closer to doing anything that hasn't already been done in other threads on here.

I'd love to see people discuss how these work and what they do, the memory addresses they modifiy, the diffs between the files provided and the vBrawl ones, etc, but lets face it.

No one is really looking to do that. If you are, be like pikazz, ask informed questions, try stuff out, etc.

There is a thread on here were Phantom Wings went into extreme detail about porting articles. He posted file offsets, information, etc, that allowed for pikazz to port the mod PW did to PAL. If pikazz hadn't been there, PW wouldn't have even bothered! And whats the result? pikazz learned a bunch, and was able to reproduce the article port! In fact, I haven't even tried something like that before!

Anyways, before I get my posts deleted for them being offtopic, in a thread about the Clone Engine codes I helped make, Ill just say this.

It is definitely possible to port ANY character in this game. This includes IC's, this includes transforming chars. Its a bit more difficult, but it is.

http://i.imgur.com/WEuwpRX.jpg
http://i.imgur.com/Lch02iQ.jpg
http://i.imgur.com/aEb6O4H.jpg

I used to make big posts whenever I found stuff out, but I got drained of it after a while :/
99  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 11, 2013, 04:53:23 PM
Assuming things again Dant? Did he say he wanted someone to fix them? Did he ask for someone to fix them? No he didn't, so stop trying to assume you know what he thinks and kicking other people down. We're all on the same level on humanity, learn to understand that. Some are smarter then others, but that doesn't place them above any other person.
Again with the assumptions. Who says 99% won't learn? Who says they're too lazy? There's PLENTY of people around that want to learn and study it. There's plenty who tried and failed and who need help with it. Ever crossed your mind that some people have trouble learning but have the will to continue? I highly doubt it, with the replies you've been making good sir.

Where are these people? Where are the threads of people discussing the module format? articles? slots? clones? Where can I talk to these people?

If you don't like my attitude, that is absolutely fine, I have just been watching over the threads on KCMM about the Clone Engine and...theres no one that inspires me to collaborate with, and I have already posted about 90% of my knowledge on OpenSA....like...over a year ago. So I'll post things from time to time but making a giant "Easy to use, public clone engine system and tools" isn't really high on my list of fun things to do with my weekend.
 
100  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 11, 2013, 04:03:32 AM
Well thats just the thing. There are no "how to learn PPC ASM" tutorials and guides.

It doesn't make sense to write a guide on how to do this stuff with 99% of the people that would read it aren't going to be able to use what I write. You HAVE to learn this stuff yourself.

My favorite example of a person that elevated himself to a skilled level is standardtoaster from the PMBR. He didn't nessesarily know ASM or Brawl hacking, but in the past year or so he has been part of the PMBR, he has learned enough  to do a lot of stuff on his own. And when he does ask me for help, he knows enough about what he is trying to do that answering his question doesn't require me to do all the work for him.

As a result, almost every single code I have made recently for Project M has ended up saying [Dantarion, standardtoaster] because I can also bounce ideas off him and get help for things I may have forgotten and am not familiar with.

I don't really get a vibe like that from this site. These codes have been posted for so long now, but has anyone actually done anything with them? Has anyone even read the ASM code?

101  Super Smash Bros. Brawl Hacking / Programming / Re: Current Public Clone Engine on: November 11, 2013, 01:50:29 AM
Okay.
I asked for these not to be posted, but they are posted anyways. Whatever.

Is anyone actively WORKING on clone engine [censored]?
Has anyone looked at these codes to see what they even do?

OP, did you throw these codes up expecting for someone to pop out of nowhere and throw out a fully developed clone engine for everyone to gobble up?

If there was a incentive for me to actually take the time to write up everything about everything I know about this stuff, I totally would. I mean, I created OpenSA and posted almost every piece of information about Brawl and Melee that I could there, and that info is used daily by people creating Brawl mods.
--------------------------------------------------------

Honestly, at this point, I am pretty sure I can clone almost any character in the entire game. However, I really don't think its worth it to make an incredibly complicated "generic" system to make things work, because Brawl's structure doesn't lend well to that at all.

There is table after table of hardcoded information for each slot, and PWs and my work has only just begun to see the end of that data.

So for Project M, its easier for me to say "oh, we want to do X char? I'm going to spend X amount of hours cloning it, ds22 is going to help and spend X amount of hours, so and so is going to make a model from scrach, so and so is going to animate it, and so and so is going to make a PSA for it, then all of the PMBR members are going to test it, and then we will release it to thousands of people when its done?"

THAT is why I continue to pour hours of time into Project M. I am working with a team of people that appreciate my unqiue skillset when it comes to Brawl modding, and I get an emotional return from doing said work, for free.

Sure, I can clone pretty much any char, but its just as fulfilling to release something that pretty much serves no purpose to anyone beyond maybe....100 people in the entire world.

That being said, once things die down a bit, I will definitely be willing to post about cloning characters

Post Merge: November 11, 2013, 02:01:14 AM
I have one question to any of the PMBR members in here.

In case someone does not intend to play Project M at all, but still intends to add characters to his Brawl roster, even if complicated stuff would have to be learned, would it be absolutely possible by the time of Project M's next public release? And could he count with the help of the developers in order to get it to work?


The character modules in Project M don't even work in vBrawl anymore.
You would need to have a basic understanding of PPC ASM to port a character, but the barrier to porting one is actually lower now that people can run dolphin on their computer and test modified modules.

I can create a module, decompile it into raw ASM, insert/delete a line, rebuild it, and load it inside dolphin within about 30-45 seconds, and then I can get an extra stack trace of where the game crashed when it doesn't work. If I had that ability two years ago, it would have saved me a LOT of trouble
102  Super Smash Bros. Brawl Hacking / Programming / Re: Perfect .Rel porting Progress -Lucario is first Pack. Ganon is new .rel- on: October 30, 2013, 11:06:16 AM
http://i.imgur.com/aEb6O4H.jpg
*yawn*
103  Super Smash Bros. Brawl Hacking / Programming / Re: Perfect .Rel porting Progress -Lucario is first Pack. Ganon is new .rel- on: October 29, 2013, 03:11:16 PM
I may have something useful soon.
104  Super Smash Bros. Brawl Hacking / Programming / Re: Perfect .Rel porting Progress -Lucario is first Pack. Ganon is new .rel- on: October 25, 2013, 01:28:28 PM
The patching of Ganon's rel can be done using only the locations posted on the OpenSA wiki.

He has nothing special that prevents him from being ported Tongue
105  Super Smash Bros. Brawl Hacking / Programming / Re: It's here. RSBE - Replacement SoundBank Engine "FPC 4.0" by InternetExplorer on: October 25, 2013, 01:01:46 PM
Probably uses the same space of memory. I will revisit that code someday...soon Cheesy
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