There is a way to insert a low sized .waw (under 1 Ko) ?
Because actualy i try to insert some voice SFX in my project (on Bowser slot) and i have reached the size limit (yes i have reduced the frequencies at 16000, i cannot goind under, the sound are horible if i do it) so i want to know if there is a way to replace all the SFX i don't need in the original file, by a very lower sized "fake" .waw, for gained some space, or maybe deleted all the stuff i don't need if possible ?
Sometime when doing this, this doesn't work in game, like if the character haven't a animation file (always t-stance), the only way to fix it, is to replace one by one all the animation.
well, the cause of that may be that it's using a different bone for the HaveN reference, hence the odd angle for holding items. i would suggest looking at the new model's HaveN bone, and see if it matches where the FitCharacter.pac is looking. if they match, then it certainly could be a different issue, but i'm pretty much sure it's a bone other than the HaveN that's being used.
Apparently you have right, the value are not the same, but i have a strange result...
In Brawlbox, the bone index value of RhaveN from the new model are 76. In Tabuu the file offset of 0x000 are 20FA0 and the value are 70. For the 0x001 the offset are 20FA4 and the value 63.
I open HxD and put the "Fit...pac" to edit, going on the offset 20FA0, and the value i find is 00 ?!
In my case, the item are apparently grabbed by the good bone (the item are in the hand), but the item are not in the good direction when grabbed, for exemple, when i grab the beam sword, the blade are in the opposite direction (on ground direction).
Should i use your solution for the HaveN glitch, or the probleme come from a other source ?
EDIT: hmm apparently it's a animation probleme, the animation "ItemHandGrip" (the one with the hand close when holding a item) does not execute when i take a item, the hand stay always open, this is maybe why the item are corretly in the hand but not in the good position.
Prety strange because all seems to be good in the PSA and animation data.
The only thing that i noticed was that the game would hang if you press C stick left/right and hold up on the control stick. Missing Animation maybe?
C stick, you talk about the holding smash attack animation ?
And it's imposible anyways, because the original PSA and animation data come from the "Fire Sonic" hack made by Anivernage, of cource i have swapped and edited some animation (for exemple, all the B attack animation have been edited by me, except the UP B) and adapted the PSA to fit on the new animation but they are no empty animation.
Maybe something wrong when you have port it on R.O.B. ?
I figured out what the problem was. If you jump in the air and press "Z'' on the gamecube controller, the game freezes. Please check this out when you have time.
I have again do another test in game and check inside the PSA, everything are normal in my side.
I will continue to investigate but i cannot fix something who does not exist in my side.
EDIT: i have a theory, your prob maybe come from the "size limit", each character slot have a size limit, this hack increase the size of the original file inside the Toon Link slot, if the size are heavily increased, the hack do not work for anyone, if he are lightly increased, the hack work for a majority but cannot work correctly for a minority.
At the moment, you are the only one who have reported this issues, so maybe my theory are correct.
I like this PSA but every once in a while, if i try to catch an item in the air, the game freezes and the horrible BEEP sound plays. Can you please fix this?
Yes, i start the work on a fix.
EDIT: ok i have try in my side and nothing, all work good, do you have this problem with all the item ? Are you a PAL user ? Do you using the last version of this PSA?
No, use Brawlbox to extract the .brres, no hex editor needed for that.
For this part i know, it's in the PSA itself i fear i will need to use HEX, for activating/switching the model in the final smash.
Edit: or, i need to use the .rel way for cloning Sonic into a other character and directly edit it, this mean i still need to do HEX but maybe it's a easier way but i don't know if this character can be ported ????
I don't understand, if your just trying to get a model from FitSonicFinal.pac can't you extract the .brres than inject that into the .pac your using for you PSA?
I'm new in ssbb hack, but that mean i will absolutely need to do HEX for the psa in that case, right?