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1  Super Smash Bros. Brawl Hacking / General Hacking Discussion / PSA (Project Smash Attacks) Facebook page and group on: March 17, 2012, 09:32:23 PM
I started the page and group cause I saw nobody have made one yet.  Would be great to help people that like using such websites.

I'm always around facebook, and also in here.

Facebook page ----> http://www.facebook.com/PSASSBB
Facebook group ---> http://www.facebook.com/groups/186456338131291/

Ask a question and I for one will try to answer it.  I always have my ipod touch with me and everytime I see a Facebook notification I read and if I can reply i do, so I'll be around to help if anything is needed.

My PSA lvl is mid 7.0-8.5 out of what they rate "10" I'm still learning.
2  Help & Tutorials / Help / Soft Mod - Bricked wii... :( Read topic plz :( on: January 06, 2012, 10:18:20 AM
*IF THIS IS PROHIBITED AND NOT TO BE POSTED IN THIS FORUMS DELETE THREAD AND GIVE ME A WARNING*

I'm stressed Sad a friend gave me their wii so I could install HBC so he can enjoy more of their wii and... I followed everything in this video except for one thing Sad...

<a href="http://www.youtube.com/watch?v=kewE96phgEU" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=kewE96phgEU</a>


Quote
Install Priiloader (Brick Protection)
1.0. Start your Wii and then HBC.
1.1. Locate the "Priiloader 0.7 installer" and start (point to it and press the A button and then select "Load").
1.2. To run the installation by MMM MMM, start, select "Load another IOS" and there select IOS58. Then go to App Manager where you choose Priiloader.
1.3. At the first screen (black background and there is lot of text ... Priiloader 0.7 and IOS58 is loaded), press + or A button to install.
2. The installation starts to install and move things. Keep in view of errors and warnings.
3. After successful installation, you are back in the HBC.
4. Hold Reset - Priiloader will load
5. Select System Menu Hacks - Press A
6. Enable Block Disk Updates, Block Online Updates and others if you want
7. Be sure to save
If MMM loads at boot, Select Manage Priiloader, Edit Priiloader Hacks, enable needed hacks
If you don't know what the hack does - you do NOT need it
Your wii should now block Disk Udates and Online Updates


Installation got "Installed correctly" or something if I stand correct Sad...

I was booted to HBC screen and then I did this --> "4. Hold Reset - Priiloader will load"

And... I got a black screen brick thx to skip the ios58 thing Sad... plz someone help I'm supposed to return the wii today in 2 hours T_T...

if I cannot make it work before that Sad... I'll have to give them my own wii T_T T_T T_T
3  Help & Tutorials / Help / How to FIghter.pac Inject codes, plz help! on: June 22, 2010, 03:33:47 PM
Quote from: shanus;9619461
Fighter.pac injections follow a simple protocol:

STRATEGY

Say we have an action in fighter.pac, such as taunts. Say we want to make a code for taunt canceling a la 64 where you can cancel the taunt by entering the "teeter" animation at the edge. What I want to do is the following:

-Overwrite a safe location inside of taunt action in fighter.pac with a Go to line.
-This Go to line points to a data parameter in my code whose offset points to the start of my PSA commands to inject.
-At the end of my PSA commands, I write another Go to line which points back to fighter.pac to return to the next command after what I wrote over (or commands later in the same action)

Now for the structure of fighter.pac injections:

HEADER
DATA
COMMANDS
FOOTER

The header describes where in memory you overwrite.

The data section is what the PSA commands refer to in memory.

The commands section is a sequential list, in order, which refer to the data section (IF THEY HAVE parameters).

The footer section is where you overwrite in fighter.pac with a go to line.


SECTION 1. Commands

1. In PSA, write out the code you wish to inject for ALL characters. You need to make sure this code is finalized, as writing these codes requires significant structure control and rewriting it can be a pain and time consuming.

So for taunt canceling, I want to do the following simple code.
Change Action: 7C, req=3A
Or in command language:

02010200 XXXXXXXX where XXXXXXXX will be the data section we point to in memory.

Note the number of parameters this code calls for, 2. If this number is 0, replace the X's with ALL ZEROES.

SECTION 2. DATA

Writing the data is very simple. As I described before, i wanted to write:
Code:
Change Action: 7C, req=3A

So we call the change action, but need the data to tell it 7C, req 3A.

The data format for each parameter is as follows:

Code:
0000000V DATADATA

V is the format the data takes.
0 - Value
1- Scalar
2- Pointer
3- Boolean
4 - ???
5- Variable
6- Requirement

DATADATA is the actual data you wish to write.

So for our code:
Code:
Change Action: 7C, req=3A

The data would be:
Code:
00000000 0000007C
00000006 0000003A

But, let us not forget that we also need to have data for the two "Go to" statements this code uses.

So, we neeed two data sets which are pointers such as:

Code:
00000002 YYYYYYYY
00000002 ZZZZZZZZ

That brings our total data section up to:

Code:
00000000 0000007C
00000006 0000003A
00000002 YYYYYYYY
00000002 ZZZZZZZZ

So now we need to begin constructing the code.

We have the following:
Code:
---DATA---
00000000 0000007C
00000006 0000003A
00000002 YYYYYYYY
00000002 ZZZZZZZZ
---Commands---
02010200 XXXXXXXX

To keep progressing, we need to choose an area in memory to write to, and also figure out our injection point.

SECTION 3. FOOTER


Within fighter.pac, viewable through OpenSA2 [download: ]http://opensa.dantarion.com/wiki/Main_Page]

Step 1: Find the action of interest for your code. A very rough (some of these are wrong) list of action IDs are located here: http://www.smashboards.com/showthread.php?t=239768

Step 2: Find a safe injection point for your code. What happens is that a line in fighter.pac must be replaced with a Go To line. As such, when you are choosing your area to inject, you don't want to overwrite an Else statement and break the flow of l]ogic. It's best to overwrite something simple, especially when you are learning.

Step 3: After you know the line you wish to replace, note its "command offset" in OSA2. This is going to be the point in memory that you wish to overwrite.

Fighter.pac starts at offset: 80F9FC20  in RAM. So to find the true memory location you wish to overwrite, you ADD your command offset to 80F9FC20. A good tool to do this quickly: http://www.csgnetwork.com/hexaddsubcalc.html


So for the case of our code, I choose to inject over the very first line
07020000 of action 10C. This is a nice choice because it has no additional requirements and is not an if statement or else or anything else like that. Its command offset is 23AE0. So, doing the math on it, its true location in memory is: 80F9FC20 + 23AE0 = 80FC3700.

So because we will be replacing that line, 07020000, we need to put it back in our commands within our injection. So our injection code now looks like:
Code:
---DATA---
00000000 0000007C
00000006 0000003A
00000002 YYYYYYYY
00000002 ZZZZZZZZ
---Commands---
07020000 00000000
02010200 XXXXXXXX

Now we have a bit more work to do. We need to put a Go to command at the end of our commands to instruct to go back to fighter.pac:

Code:
00000000 0000007C
00000006 0000003A
00000002 YYYYYYYY
00000002 ZZZZZZZZ
07020000 00000000
02010200 XXXXXXXX
00090100 AAAAAAAA

Now, here is an important stepping point. Count how many lines we have here: 7. Each line takes up 8 bytes of memory. So to calculate a byte count, take 7*8, then convert to hex. Our byte count would be 0x38.

Now, I'm going to cheat a little and show you a tip on how to save memory. In a specific portion of fighter.pac, 0xBA6C, I found a line which already has Change Action: 7C, req=3A. I can use the parameters called by that command already, and save two lines of memory! The params as listed in OSA2 are at 0xBA2C, so doing the classic math gets me the following command:
02010200 80FAB64C

So now, our code:

Code:
00000002 YYYYYYYY
00000002 ZZZZZZZZ
07020000 00000000
02010200 80FAB64C
00090100 AAAAAAAA

With a new byte count of: 0x28

SECTION 4. HEADER

So now, lets keep pressing. We need to make the HEADER, and FOOTER. So I happened to know that 9019A500 was free in memory for at least 28 bytes (I'll post free areas in memory later).

So to go to 9019A500, I use the following command:
4A000000 DDDDDDDD
16EEEEEE 000000FF

DDDDDDDD is the initial pointer. You instruct it to point to 90000000.
EEEEEE is what you add to the pointer, in this case 19A500.
FF is the byte count.

So, the result:
Code:
4A000000 90000000
1619A500 00000028
00000002 YYYYYYYY
00000002 ZZZZZZZZ
07020000 00000000
02010200 80FAB64C
00090100 AAAAAAAA

Now we need to add in the footer. Remember that area in memory I told you to remember where the command 07020000 was? 80FC3700.

We remove the first two numbers with a pointer to 80, 06.

The result:
06FC3700 000000FF

Where FF is the byte count of how many lines we are replacing in fighter.pac (in this case, 1, with a Go to command).

The result:
Code:
06FC3700 00000008
00090100 GGGGGGGG

Now, lets add it all together:

Code:
4A000000 90000000
1619A500 00000028
00000002 YYYYYYYY
00000002 ZZZZZZZZ
07020000 00000000
02010200 80FAB64C
00090100 AAAAAAAA
06FC3700 00000008
00090100 GGGGGGGG

So now for the part where good organization pays off. I strongly recommend you this in excel as long codes need good organization.

I did this already, so please observe:
Our first data line sits at 9019A500 which happens to be one of our go to commands parameters.

Code:
               Taunt Canceling v2.1 [Shanus,Camelot,WindOwl]
IGNORE00 4A000000 90000000
IGNORE00 1619A500 00000028
9019A500 00000002 [COLOR="SeaGreen"]80FC3708[/COLOR] Area to return
9019A508 [COLOR="Orange"]00000002 9019A510[/COLOR] Start of code
9019A510 07020000 00000000 Line I overwrote
9019A518 02010200 80FAB64C Change Act: 7C, req=3A
9019A520 00090100 [COLOR="SeaGreen"]9019A500[/COLOR] Go to return
IGNORE00 06FC3700 00000008
IGNORE00 00090100 [COLOR="Orange"]9019A508[/COLOR] Go to start

So, notice that I populated memory addresses and color coded. My Go to return in fighter.pac is where I overwrote + 8 bytes since I want to return 1 line later than I overwrote. My other go to location points to the parameter which points to the START OF THE COMMANDS.

So to make it clear, here is how this code truly works:

Taunt action is called when you press taunt.

At the beginning, instead of running 07020000, we overwrote it with the [COLOR="Orange"]orange Go to line[/COLOR]. This points to our parameter which says to go to the start of our commands. From there, it runs 07020000 and the change action command when near edge. Then it runs the [COLOR="SeaGreen"]green Go to[/COLOR] command to return back to the line after I replaced in fighter.pac.


So now that we know how long our code will take in memory, we need to find an area which is unoccupied.



Yes, that code works for taunt cancels. However, you'll need codes to allow taunts during dashes and runs to make it behave like 64 smash. You'll need to wait for Project M for those ;-)


Free memory:
93573000 - 935E0000
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Prime Peach V1 Beta, How is she performing/What need to be changed? Suggestion! on: May 31, 2010, 07:06:54 PM
This topic has also been set in smashboards, I wanted to forward it here to get more support.

"M.U.G.E.N" <-----> Dream

Main Goal of this Project:

- All characters A-Moves will be replace to change their Metagame. (Working on it, see post#2)
- Specific Textures for each character, but them also having Team Textures. (Need Texture makers for this one)

    * Textures from post#2.
    * Them having Team textures, Red, Blue and Green.

- Balance
- Hitstun and ShieldStun around the Brawl+ values.
- Dash Dancing but in a more tighter window (not like VBrawl) maybe Halve the Brawl+ Dash Dancing window.
- Same playable stages, but main stage and/or plattaforms may be Animated. (Not started yet)


And, all this Movesets for now are going to be based to the Brawl+ codeset, so the project Goals are on Hold. Now, making this character match the Brawl scene is what I'm aiming for.

Info of the Movesets will be added to post#3

@ - Why Mugen Brawl?
A- Characters are going to be re-animated on the attack actions so they can fight in a different way, but still keep their smash bros. spirit. Mugen is a 2D Classic game that you can create and build at your own will.

Click my signature to Download the Multihit Mario (Beta) Release. Test him vs Brawl+ people and see if he's good, bad, broken and/or need some more work.

As said before, This project will need to match Brawl+ first then it will aim to go to the main Goal.


Please, try to help me on the texture part, I have learned my way with the help of many people to understand about PSA and BrawlBox

Credits to all the people that had help me reach what I've done:
  • Shanus (Have helped me on some stuff for PSA)
  • ThatGuyYouMightKnow (Alot of PSA feedback, and also gave feedback on BBox stuff)
  • Marth175 (Thank you for the great help on PSA)
  • Phantom Wings (Thanks for the Project Smash Attacks Program!)
  • Kryal (For the great work on how Brawlbox is working, awosme program!)


----------------------------------------------------------------------------------------------------

Here I will post my projects and/or progress on what I have and will do in my free time

for now, let me show you the project I took pictures of:

Gay Luigi

Wait and Crouch


Crouch -


Jabs




Tilts

Forward -

Down -

Up -


Smashes

FSmash Start -
FSmash Charge -  
Fsmash -

Dsmash Charge -
Dsmash -

Usmash -


Aerials

JumpF -

JumpB -

Dair -

Fair -

Nair -

Uair -  It's Ic's but forgot to take a pic.

Bair - Peach Bair, forgot to take a pic.


Gay Luigi or Girlie Luigi you may call him. He is a joke character of my future project, so he must be a joke to fight with, Still looking for more fitting animations for him

Multihit Mario
Jabs & Dash Attack



Dash Attack - (Forgot the pic >.<) it's Ness Dash attack

Tilts

Ftilt -  

Utilt -

Dtilt -


Smashes

Fsmash Charge -

Fsmash -

Dsmash - (Forgot to get the last hit picture, but you get the idea, it's the same one as the firsts hit, but with bigger hitbox and more knockback)

Usmash Charge -

Usmash -

Aerials

Nair -

Fair -

Bair -

Uair -

Dair -


Throws

Fthrow Normal -->
Fthrow Special,  B Pressed --> Fthrow Special Badside -->

Bthrow -
Why are we Leaving the ground?



O.o ugh!!!




Specials

Up B Ground -

Up B Air -

Prime Peach

Jabs & Dash Attack



Dash attack -


Tilts

Ftilt -  

Dtilt -

Utilt -


Smashes

Fsmash Charge -

Fsmash - Comes in 3 Varieties all with different range and Knockback!



Dsmash Charge -

Dsmash -

Usmash -
It has GFX around her, Aura


Aerials

Nair -

Fair -

Bair -

Uair -

Dair -

Brawl Vault DL for Prime Peach

Anubis Lucario

Jabs and Dash Attack



Dash Attack -


Tilts

Ftilt -

Dtilt -

Utilt -


Smashes

Fsmash Charge -

Fsmash -

Usmash Charge -

Usmash -

Dsmash Charge -

Dsmash -


Aerials

Nair -  

Bair -

Uair -

Fair -

Dair -

Yes, he is keeping he's wonderful aura on all he's actions, he might need to be lighter, he has great killing potential

Zelda

I'm thinking of making her fight like a traditional fighter, with combo strings on ground, and also, she will be able to cancel certain attack into another. now with the pictures.

Jab and Dash Attack



Dash Attack -


Tilts

Utilt -

Dtilt -

Ftilt - "Missed the pic >.<"


Smashes

Fsmash Start -

Fsmash Charge -

Fsmash -

Usmash Charge -

Usmash -

Dsmash Charge -

Dsmash -


Aerials

Nair -

Fair -

Bair -

Uair -

Dair -


Marcus Phoenix Ganon
I never played Gears of Wars, so maybe some animations don't fit this character, but he won't posses any ganondorf "A" Moves, and I'm going to contruct the Up B soon. Now enjoy the pics.

Jabs and Dash Attack



Dash attack -


Tilts

Ftilt -

Dtilt -

Utilt -


Smashes

Fsmash Charge -

Fsmash -

Dsmash Charge -

Dsmash -

Usmash Charge -

Usmash -


Aerials

Nair -

Fair -

Bair -

Dair -

Uair -



------------------------------------------------------------------------------------------------

Info of the characters

All characters in this Project will have their Side Dodges moddified to have their LandingLight or LandingHeavy animation, but both lasting 16 frames (landingheavy must be speed up to have 16 frames)

And they will move the characters TransN Bone from 0.1 to 20 (Forward Dodge) and Backward Dodge moving from -0.1 to -20

in frame 15, they will get +/- 0.1/-0.1 momentum added to finish their dash animation, you may call it wavedash, but, it's not the same input, and has more lag than wavedash

This Dashes has inv. at the beggining of the animation. The Inv. Frames last 6 frame son the Backward Dash and 3 Frames for the forward Dash.





Mario in this moveset will have useful multihibox attacks to shield preasure and approach. He also can rack up damage fast enough, but he lacks of killing power. He's most powerful moves won't kill until near 100%-130% and they are Dsmash (kills earlier if charged) and Fthrow Special (this one can kill jigglypuff around 105%) Heavy foes will stay alive longer with this one so use it wisely)


Mario has a Special Throw, use the Fthrow and hold B button and it will give it more KB, and an explosion that could be use handy in 2v2 Matches. This specials leaves mario Shield Braked

New Added to Jab

Jab1 has no hitbox, but it's the start of jab 2, mario will move backwards while doing jab 1 and jab1 last 7 frames so you can do it to move a lil bit backwards if you like. Jab2 now moves forward while hitting opponents and will get 10% more knockback growth. If you hold A During Jab2 it will execute once again, if after you holded it to you are still holding it, it won't do it again, it will just end.
I took away how she was using Frying Pan and Tenis racket in the Fsmash, now she only uses the golf club.

She weighted 90, now she is the lightest in the cast, she weights 50 now.

Jabs has hitboxes only on the tip of the club, can still hit close foes, and first jab has many many uses in high% damage of the foe.
5  Super Smash Bros. Brawl Hacking / Music & SFX / Namq's Brstm <3 ^.u on: April 02, 2010, 12:05:02 PM
Here I will add all my fav. music/songs of either video game or random music I enjoy the most.

Happy Hearing and Downloading ^.u


They are all well looped Wink

Maverick Hunter X - Boomerang Kuwanger Stage (Fortress Tower) By NAMQ_DrunkeNFeasT -
DEMO


Caramell - Caramelldansen IOSYS Remix By NAMQ_DrunkeNFeasT -
DEMO
- This Loop is tricky but is ok.

Captain Jack - Heyo Captain Jack By NAMQ_DrunkeNFeasT -
Demo
- made it a lil louder, might sound harsh when the Captain Speaks.

Dj Splash - Flying High Remix By NAMQ_DrunkeNFeasT -
DEMO


Tatsunoko VS Capcom Ultimate All-Stars: - Orbital Ring Systems Cargo Bay By NAMQ_DrunkeNFeasT -
DEMO
10-4-2010

INC Frosty - Dance 6 By NAMQ_DrunkeNFeasT
Demo


INC-Frosty 7 - Dance of 100 Guild Warriors By NAMQ_DrunkeNFeasT
Demo


Pokemon HeartGold & SoulSilver - Ho-Oh Battle [Gokian's Enhanced Remix] by NAMQ_DrunkeNFeasT
Demo


Boom Boom Dollar - DDR by NAMQ_DrunkeNFeasT
Demo


Robert Miles - Fable by NAMQ_DrunkeNFeasT -
DEMO


DJ Sammy - California Dreaming (Club Mix) by NAMQ_DrunkeNFeasT -
Demo


Rober Miles - Rain by NAMQ_DrunkeNFeasT -
Demo


DJ Sammy - Long way to go - by NAMQ_DrunkeNFeasT -
Demo


DJ Sammy - Castles in the sky - By NAMQ_DrunkeNFeasT -
Demo
lasts 9 mins, no loops needed.

God knows... (DJ Bouche Euro Mix Edited) - By NAMQ_DrunkeNFeasT -
Demo


Mad Cow & The Royal Eurobeat Orchestra of Bazookistan - Bazookistan (Extended) - By NAMQ_DrunkeNFeasT -
Demo


Mad Cow and the Royal Eurobeat - I Want Your Balalaika - By NAMQ_DrunkeNFeasT -
Demo


Emerald Sword - Rhapsody of Fire - By NAMQ_DrunkeNFeasT -
Demo



some music I had on my pc but without names, I uploaded the songs so you can hear it, but I would really love to know the name and the artists names:

Techno Trip? - by NAMQ_DrunkeNFeasT
Demo


Techno Rock? - by NAMQ_DrunkeNFeasT
Demo
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