Home Gallery Resources The Team Rules chat Login Register
  Show Posts
Pages:  1 2 [3] 4 5 6 ... 45
31  Help & Tutorials / Help / How to re-arrange stage select screen on: September 10, 2013, 11:02:13 AM
I'm trying to rearrange the placement of the actual stage icons on the SSS. I know it deals with editing the bones or animations of the SSS, but I don't know how to do that, so if anyone could explain or link me to a tutorial that would be  Awesome Face
32  Help & Tutorials / Help / Re: Help on: July 28, 2013, 03:12:00 AM
So the game didn't freeze, it was just regular old Toon Link? Make sure you have the pcs files on your card and they're named correctly (fittoonlink00, etc) and that your file paths are correct (they look like they are, but it doesn't hurt to double check) because other than the file patch code not being on/correct I can't think of an explanation for this. ARe you running any working hacks?
33  Help & Tutorials / Help / Re: How Often Does Your Game Freeze? on: July 28, 2013, 03:08:05 AM
If you do a lot of changes on your actual SD card it could just be getting worn out. I was getting freezes every few games on my old card, then when I got a new one (with the exact same stuff copy-pasted onto it) it didn't freeze at all.

That's not to say you could have some unstable hacks going, but if it's just random freezes with various hacks you should try reformatting or replacing your card.
34  Help & Tutorials / Help / Texture specific effects? on: July 28, 2013, 03:04:01 AM
This is more me looking for someone more knowledgeable to tell my why this isn't possible.

I was thinking it may be possible to have effects that work only for certain costumes using PSA, I'll give an example: Let's say you have a Mario PSA and two textures to go with it, one regular and the other Dr. Mario.

In the PSA, when you use fireball, the fireball's hitbox and visual effect are attached to TWO bones (let's call them a and b) bone a is what the fire effect attaches to, bone b is attached to a model in the actual texture.

What I'm thinking you could do is make it so in your regular Mario texture, it doesn't have the pill model that would be attached to bone b, so only the fireball shows up, whereas in the Doc texture there would be a pill model attached to b and bone a would be removed completely, making only the pill appear for the move.

Possible?
35  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 5.4 (Brawl) and 5.4m (P:M) versions are out on: July 24, 2013, 09:48:30 AM
The portraits are blurry because they're in a lower resolution to keep file sizes from getting too big.

Post Merge: July 24, 2013, 09:50:42 AM
So... the question I'm sure has been asked before, but I didn't see: can the P:M version be combined with cBliss? I'm assuming no since each needs their own modified common5, but do you have any plans on attempting this?
36  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 5.3 (P:M) updated January 16 on: February 27, 2013, 01:17:05 AM
Thanks, but I finally got it the way I want, just had to totally rearrange the last 20 lines of code lol. It was a lot of fun...

And with that I will stop derailing this excellent thread, sorry Lib.
37  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 5.3 (P:M) updated January 16 on: February 26, 2013, 08:50:48 PM
I didn't want to change the layout, just the order. Will I still have to mess with the bones in that case? I'm starting to guess yes since I can't find any part of the code where the icons are laid out in in-game order.

EDIT: OK, after digging around I'm convinced that I would have to edit the bones of the SSS to accomplish what I want and I have no idea how to do that and can't find anything to tell me how...
38  Help & Tutorials / Help / Re: I want one to do what the other does....can someone help me? on: February 26, 2013, 08:32:05 PM
This doesn't belong here. Either put this kind of thing in help or the attacks/animations request.
39  Help & Tutorials / Help / Re: Full CSS Code(s)? on: February 26, 2013, 08:30:45 PM
If I get bored enough tonight I'll probably go ahead and make one anyway, if so do you want the alloys, Warioman and Giga Bowser? Or just Sheik, ZSS and the independant Pokemon?
40  Help & Tutorials / Help / Re: Full CSS Code(s)? on: February 26, 2013, 02:21:52 PM
Custom CSS V3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 000000##

Costom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE000YY
06680E80 000000YY
ZZZZZZZZ ZZZZZZZZ

CSS Values
YY Number of characters
ZZZZZZZZ
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Zero Suit Samus
05 Yoshi
06 Kirby
07 Fox
08 Pikachu
09 Luigi
0A Captain Falcon
0B Ness
0C Bowser
0D Peach
0E Zelda
0F Sheik
10 Ice Climbers
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganondorf
15 Wario
16 Metaknight
17 Pit
18 Pikmin & Olimar
19 Lucas
1A Diddy Kong
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Venasaur
1F Dedede
20 Lucario
21 Ike
22 Robot
23 Jigglypuff
24 Toon Link
25 Wolf
26 Snake
27 Sonic
28 None
29 Random
50 Popo
62 Nana
5C Charizard (Trainer Independant)
5D Squirtle (Trainer Independant)
5E Venasaur (Trainer Independant)
4C Giga Bowser
55 WarioMan
4A ZakoRed (Red Alloy)
4E ZakoBlue (Blue Alloy)
40 ZakoYellow (Yellow Alloy)
46 ZakoGreen (Green Alloy)

Giga and Company Engine V2 [spunit262]
C2684964 00000013
881400B8 2C00003F
41A00088 2C030010
40A20008 38600011
2C030026 40A20008
38600012 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
2C03000C 40A20008
3860002C 2C030017
40A20008 3860002D
2C03000A 40A20008
3860002E 2C03000E
40A20008 3860002F
2C030000 40A20008
38600030 2C030006
40A20008 38600031
987400B8 00000000

Independent Pokemon Engine +no wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

CSS fixes for Giga and Company V2 [spunit262]
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

CSS fixes for Samus/ZSS and Zelda/Shiek V2 [spunit262]
80693D50 38800004
06693D6C 00000008
38000000 3880000F
046900E8 60000000
04697F58 60000000
04697EEC 60000000

Alloys don't crash and Others don't wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2815524 0000000D
7C641B78 2C030011
4182000C 2C030012
40A20008 38600010
2C03002C 40A20008
3860000C 2C03002D
40A20008 38600017
2C03002E 40A20008
3860000A 2C03002F
40A20008 3860000E
2C030030 40A20008
38600000 2C030031
40A20008 38600006
4E800020 00000000
C29472D8 00000003
2C04002E 4180000C
90810058 38000000
9801005D 00000000

OK, the first code is where you actually make your CSP. Where I put ## is going to be the number of characters on your screen IN HEX (you can find a converter on google) After that you're just going to enter the ID numbers for the characters in the order you want them. It goes left to right in rows of 9 before starting over. If you're having trouble I can just make you one. Everything else is just there to make the code work properly.
41  Help & Tutorials / Help / Re: ImportPSAtexture possible in project m? on: February 26, 2013, 02:16:58 PM
I'm sure it's -technically- possible to do, but PM is very tricky when it comes to messing around with it's characters and considering it's your first time replacing a character at all, odds are it won't work out without some fairly advanced stuff.

That said, you can probably find a pack for everything you need for Shadow over Dedede, and while I haven't tried it myself, I believe all you need to do is put all of the character files (textures, motionetc, fitX.pac) in the character's folder, put the .rel file in the module folder and then if it has any portraits just replace Dedede's with those. Check the tutorial thread, I'm sure they have one for this kind of thing.

Also, Dedede is not worthless lol.
42  Help & Tutorials / Help / Re: I need help with my SD card on: February 26, 2013, 02:09:40 PM
Are you using a custom CSS or custom portraits for characters? Because that's usually what makes it crash right when you click Brawl. If so, I would take off everything from the card (other than Gecko of course) and just put in the Scott hack, then slowly build up from there so if it does crash you can figure out what's causing it.

The CSS is very easy to crash if you're not careful to keep the file size as low as possible.
43  Help & Tutorials / Help / Re: Help trying to put a stage in brawl on: February 26, 2013, 02:06:08 PM
OK, the reason there's a lot of files is because the creator (Mewtwo2000) likes to make a lot of alternate versions of his stage, If you want it exactly like in his preview video I believe you want the DL labelled "tilt fall loop small"

Once you DL that you'll get a .pac file, which you'll put in your SD card under private/wii/app/RSBE/pf/stage/melee/ (assuming you're using and American Wii) and you'll rename it STGFINAL.PAC

This will make it replace Final Destination, but you can easily put it over something else using module/.rel files which I think is covered either in this forum, or the one for tutorials or stages.

Hope this helps.
44  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 5.3 (P:M) updated January 16 on: February 26, 2013, 01:58:38 PM
So just to clarify, the positions of ALL the stages (including the ones that are already in PM) are all controlled by the "Classic Expansion SSS" portion of the code, yes? Is there a decent guide around showing how to change the order?
45  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 5.3 (P:M) updated January 16 on: February 23, 2013, 01:29:51 PM
You need to convert a palutena.rel to a custom.rel.

Just renaming a rel won't work, the idea is that the base rel is what the stage is originally supposed to be over (un-swimmable Great Bay is supposed to go over Skyworld) and then you're converting it to whatever stage slot you want it over.


Btw, got a new SD card and formatted to FAT32 and so far it looks like everything's working fine. Sorry for the false smoke.
Pages:  1 2 [3] 4 5 6 ... 45