This is a huge necropost (two years old), I know, but I have my reasons. I'm not sure how many people know, but former PMDT ds22 has a thread on SmashBoards, in which he's posted some of his codes he made for Project M. Since they're Project M codes being released for the public, I felt it was relevant to bump this fossil of a thread with a link to ds22's thread on SmashBoards.
Any chance for you to make new PSA's using the Soundbank Expansion?
The update to my overhaul of BaganSmashBros' Classic Ridley will be the start of my PSAs using both Effect.pac and Soundbank Expansion from this point on. The Alloys won't be using a Soundbank Expansion though, since they're using SFX from existing Fighters.
I can provide an example, sure, but there aren't two different Status IDs. They're the same IDs, except the left values are in Decimal, while the right values are in Hex. Example: 10000 (Decimal) = 2710 (Hex).
Now here's something you don't see every day from me: A stage edit. These stage edits involve some personal edits to Xerom's Mario Bros.: X stage.
Features:
Quote
-Stage ported over Jungle Japes. Includes a module to use over Mario Bros. -Water can now be swam in, in addition to stretching the stage downward to prevent swimming exploits. -Replaced the POW block with the one from SMFan's "Mario Bros. proper" submission (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=209960), in addition to making it a background object, rather than a platform. -Stretched the stage itself outward slightly, so the platforms hover over the stage, rather than hovering offstage. -Replaced the Warp Pipe with the one from Mario's Entry file. -Replaced the brick and pipe textures with the vanilla textures. -Applied Fighter shadows to the platforms and floor. -Darkened the overall stage lighting, alongside giving it a subtle blue hue. -Removed unused models and textures, in addition to modifying redundant materials. -Stage Selection Icon included.
Gonna give a bump to this thread to show everyone my further improvements to Ridley's (+Meta) recolors. A general suggestion was to use Gradient Maps, rather than Color Maps, since the former keeps the texture's lighting, while the latter doesn't. You can see the fruits of my labor in the below spoilers.
There are codes to enable My Music for Special Stages (OnlineTraining is one of them), so you might be able to solve the issue for it.
Edit: For those using expansion stages, there's an additional code you'll need to insert. Said code is "Tracklist Modifier v1.0 (For CMM:Custom My Music) [JOJI]". This code is needed to give the expansion stages their own tracklists, as without the code, expansion stages will use Battlefield's tracklist by default.
Whoops. An entire month went by without me updating anything. Let me fix that...
I've been meaning to make a masterpost about the third member of the Fighting Alloy Team, but a limitation held me back. I wanted to wait until I got that limitation out of the way, but before you knew it, a month went by, so I'll just make the post anyway, and update if I get past the limitation.
So without further adieu, I present to you this next challenger.
(Recolors + Full Scale Renders) Introducing the third member of the Fighting Alloy Team! Here comes the Blue Alloy! Based off of Zelda, it's said that its core provides power to the other Alloys. Check out the below spoiler for what's in store for the Blue Alloy.
I'll now go into further detail on Blue Alloy's Specials. Click on the gifs themselves for smoother playback.
<Standard Special: Nayru's Protection>
Unlike the other Alloy's Specials, the Blue Alloy's Specials aren't as straightforward. Point in case, its Neutral Special. Just using the move does nothing, but if the Blue Alloy hits an opponent early on, it'll be encapsulated by a barrier, which provides both passive Knockback-Based Heavy Armor and projectile reflection. This barrier lasts for 3.5 seconds (210 Frames), and will break upon its timer running out, getting hit by an attack which pierces its knockback protection, or getting grabbed.
(Visuals and move balancing have been updated since this first preview. See the gfycat below this one to see the updated visuals.)
<Side Special: Din's Bomb>
This variant of Din's Fire trades mobility and charging ability for more control and consistent damage. The traveling wisp also explodes upon contact. This was the move with the limitation I was talking about, which is why there's no preview for this move.
<Up Special: Farore's Rush>
This variant of Farore's Wind trades distance and unpredictability for speed and power. During the traveling segment of the move, foes will be sent in the direction the Blue Alloy is going if hit before being hit by the ending hit.
(Visuals have been slightly updated since this first preview. See the gfycat below this one to see.)
<Down Special: Overload>
Since the Blue Alloy can't transform, I had to make an entirely new move for the it. The Blue Alloy opens up to heal 1% before returning to idle, but if the B Button is held, the Blue Alloy will loop its opened state, healing 1% every 16 Frames, but be careful. If B is held for too long, the Blue Alloy will begin to catch fire and spark. If B isn't let go after a short duration when it begins to catch fire, the Blue Alloy will explode, damaging itself, which would undo all the healing it did, but in return, the explosion is large and powerful, capable of KOing at low damage. In addition to this, if under the effects of Nayru's Protection, the Blue Alloy's knockback protection will be weaker and it will heal 1% per 32 Frames, rather than heal 1% every 16 Frames.
<Final Smash: Cruel Mode>
Upon absorbing the power of the Smash Ball, the Blue Alloy gains a newfound strength from the inner depths of Cruel Brawl. This newfound power quadruples the knockback scaling of all non-Item and non-fixed knockback attacks, allowing for very early KOs, but at the cost of having no protection (Final Smash Intangibility, Final Smash Super Armor, etc) throughout its duration. This effect lasts for 12 seconds. This Final Smash is also shared by all 4 Alloys.
If you wish to view the images used in this post, follow this link to view the imgur album.
Thank you again for tuning in once more. Tune in sometime later for the final member of the Fighting Alloy Team!
Don't think this is the end of this update, as I have an additional thing in store, which isn't Alloy-related. Over the past month of so, I've been working on my update to my overhaul to BaganSmashBros' Classic Ridley. While I won't go into specifics, I do have two things I want to show.
First is the much anticipated Meta Ridley alternate costume...Thanks to the combined efforts, of IWantGames, Moblin, and Draco_The, it's finally here! Complete with its own slot-specific tail glow and recolors. In addition to this, Meta Ridley's wings produce their iconic laser wing flap SFX, rather than the standard wing flap SFX. You can view Meta Ridley's renders (+recolors) by visiting this link. Huge thanks to tryptech for rendering these for me.
The second thing I wanted to show is that I've successfully added Ridley to All-Star Mode. This will also be included in the next update.
For release, there's no set point yet, as I want to wait for Bagan to publicly release his updates to his own Classic Ridley before I release my updates to my overhaul.
There's one final thing I'd like to say before I end this post: Neither the Fighting Alloy Team nor my overhaul to Classic Ridley are my group's main project, but I'll be keeping it a secret of whom they are until they're ready for a reveal.
Ending on that note, you are now at the end of this post. Thanks for taking the time to read this massive post.
Hey there, here's yet again another tutorial from me, but this time, it's not something PSA-related. Rather, this tutorial will teach you how to add Ex Fighters to All-Star Mode.
Requirements: -common2.pac. For BrawlEx/PMEx users, there's already a common2.pac file included, which is located under pf > system -info_corps.pac. If you don't already have a modded file in your build, then you can rip it from the game itself. This file goes under pf > info2 -STGHEAL.pac. Like with info_corps.pac, if you don't already have a modded file in your build, then you can rip it from the game itself. This file goes under pf > stage > melee -BrawlBox v0.78. -Hex Editor. Optional, but it'll be used as a workaround in a certain section of the tutorial.
This tutorial will be split into 3 parts: Common2.pac, Info_corps.pac, and STGHEAL.pac. This tutorial will also assume you've already have your Ex Fighter set up and working with cosmetics.
Part 1: Common2.pac.
Start by opening your common2.pac file in BrawlBox, navigate to MiscData[7], and open it. Here, you'll see each stage of All-Star mode. To tell exactly which All-Star stage you're modifying, just select them. Each stage can have up to 5 stages, which are all randomized when going into the fight. For this tutorial, I'll be adding a Fighter to the Metroid stage, so in this case, it would be allstarStage7Tbl.
To actually add our Fighter to this stage, open the stage in question, and you'll see 5 sub entries. These are what contain the Fighters to be loaded in their specific All-Star stages. Here, you'll rename any of the 0x3E entries to the ID your Fighter uses. Like stages, you can have up to 5 Fighters in one entry. For this tutorial, I'll be adding Fighter 0x50 to allstarStage7Tbl.
Once your Fighter is inserted, open its entry to see its Difficulty-specific settings. Since the slot you inserted your Fighter over was never intended to have a Fighter there, you'll need to congifure all 5 of the Difficulty entries. To make things easier, just use the Difficulty settings of an existing Fighter.
Repeat these steps until you're satisfied. Save when you're done.
Part 2: Info_corps.pac.
Before you do anything, add these two codes to your GCT, or else your Stock Icon won't load.
Quote
Clone Engine Corps Stock Fix [ds22] 04952F14 2C04003A
BrawlEX Corps Fix V1[ds22] 04952F38 7C802378
All you need to do here is open your info_corps.pac, go to MiscData[110], and import your Fighter's InfStc.XXX1 texture. Make sure it's in CI4 format.
After you're done, save.
Part 3: STGHEAL.pac
Open your STGHEAL.pac, open the ARC entry with the label "2", go to TextureData[0], and import your Fighter's Battle Portrite Texture. Renaming the texture to match the naming conventions of the other textures is optional.
Next, open up ModelData[1], and go to the Objects section. Here, you'll be duplicating the icons of your choice. You also may have to delete existing icons to re-insert them as duplicate meshes to make everything fit. This step may take the longest, as you'll need to go through to see which icons you can duplicate for the best formatting. Once you're done with that, you just need to re-apply their materials and Visibility Bones (this is important, as it's based on the stage you'll be going into).
After you're done with the model editing part, save, close, and re-open your file. You need to do this in order to properly re-rig the duplicated models to the Visibility Bone they should be assigned to [info_stgXX (you can use BrawlBox's Weight Editor for this)]. While I'm not sure it's required, I'd do it anyway to make it look authentic.
Next you'll make a new material entry for ModelData[1]'s CLR0 animation, name it the material your added icons use, select the ColorRegister0 entry, and set its Constant Flag to False. The last few steps are a bit difficult to follow in image form, so I've recorded and uploaded three gfycat videos to help better guide people.
These next few steps are only required, due to BrawlBox not cooperating when it comes to replacing CLR0 Material entries (this entire section may be removed if it gets fixed in a later BrawlBox update). After you've added your CLR0 material entry, select the added Material Entry, and change its Mask to :0 R:255 G:255 B:255. After that, select all the keyframes (Right click + Select all), right click + Edit, then change both the starting and end points to one solid color. This will be important later on. After that, export the ColorRegister0 entry, alongside the ColorRegister0 entry of an existing Material entry (non-added) and the CLR0 animation. https://gfycat.com/SardonicShockingJay
Here, you'll now open all three files in a Hex Editor, go to the added ColorRegister0, select everything past the first 0xC bytes, copy these values, go to the CLR0 animation, search for these copied bytes (Ctrl + F), then go to the existing ColorRegister0, copy all its values past the first 0xC bytes, go back to the CLR0 animation, replace the highlighted bytes with the ones you just copied (Ctrl + B in HxD), and save. https://gfycat.com/GranularHighAmericanwarmblood
So with ony of many recent discoveries made by JOJI, we can now give Ex Fighters their own GFX IDs without needing to replace or share any.
Requirements: -Your FitFighter.pac. Having your GFX already set up is optional. If you want to know how to add GFX entries to your Effect.pac before beginning this tutorial, then visit my other tutorial on the matter. -BrawlBox v0.71 or higher. -Either Project Smash Attacks (PSA), PSA Compressor, or BrawlBox v0.68b. Note about BrawlBox v0.68b: See this thread for details on which Fighters are safe to edit if you plan on using BrawlBox v0.68b. -JOJI's Effect.pac Expansion code. You'll have to navigate their website to find it, as they wish not to have their content distributed without their permission. -Not really required, but this Google Spreadsheet contains a more accessible way to view all the IDs used with this whole expansion.
There's really no need to break this tutorial down into parts, as for the most part, this process is simple, yet tedious.
For the first bit, open your FitFighter.pac in BrawlBox v0.71 (or later), and you'll see an ARC entry named "ef_***" (Example: ef_mario). Rename this to ef_customXX (Example: ef_custom00). The lowest is ef_custom00, while the highest is ef_customFF.
If you want to use Sword Traces as well, you'd just import your trace texture, and name it TexCustomXXTrace0Y [XX=ef_custom entry, Y=Trace entry (Example: TexCustom00Trace00)]. Each of these newly added Graphic Banks can have up to 10 Traces, but no more (00 to 09).
You can now save and close BrawlBox, and open your FitFighter.pac in your moveset editing program of your choice. What you'll need to do here is figure out which Effect.pac ID your new Graphic Bank uses, and replace the Effect.pac ID of every single Graphic Effect command (you may also have to look through Articles and Sub Routines) that doesn't reference ef_common.pac [0000XXXX (XXXX=Graphic ID. Don't change this, as this is the GFX ID, not the Effect.pac ID)].
Example: If your original file used ef_mario and you're now using ef_custom00, then you would change 0001XXXX to 0137XXXX
Before (PSA/PSA Compressor):
After (PSA/PSA Compressor):
Before (BrawlBox v0.68b):
After: (BrawlBox v0.68b ):
Note: The reason why you're seeing different IDs between these two programs is because PSA and PSA Compressor use Hex for non Scalar values, while BrawlBox v0.68b uses Decimal for all values (Example: 0x137 = 311).
For sword traces, you'd do the same exact thing, except traces have their own IDs and only have one whole value to change.
Before (PSA/PSA Compressor):
After (PSA/PSA Compressor):
Before (BrawlBox v0.68b):
After: (BrawlBox v0.68b ):
After you're done editing, and you're missing some GFX when testing, then it's likely you missed something. Search through your Fighter's Sub Routines and/or Articles to make sure you've gotten everything.