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16  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 09/08/2019: Fighting Alloy Team Pack Update on: December 19, 2019, 06:59:29 AM
Here's a preview video of my Mega Evolving Charizard. It's on my Drive, as I'm still protesting Youtube.
https://drive.google.com/file/d/1UrSG_g0h5jUA8mzOBoxUTn-rexsTqlmF/view
17  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 09/08/2019: Fighting Alloy Team Pack Update on: December 15, 2019, 08:48:46 PM
For those who are out of the loop, I've been teasing a side project with vague hints on my Twitter. It's time that I finally reveal what this side project is. Here's what I have to show...

'It's just Charizard.', you say to yourself... Just be patient, and all will be revealed.

Behold! The number zero!

Deal some damage, and the number increases!

Que Pikachu punching bag montage.

This number will increase based on the amount of direct damage (I.E. Non-projectile damage) you deal, with its cap being 150 damage dealt during a single stock.

And it will reset if you get KO'd, so be careful.

To initiate this number check, activate your shield, and press B at anytime while shielded (basically L/R + B).

So what happens when this number reaches 150? An aesthetic indicator will activate, which will allow you to...

Press A during Neutral Special's startup (basically A + B)...

To turn into an egg...

And presto! Mega Evolution has been achieved! You can pick and choose which of the two Mega forms to use by holding A for Mega X or B for Mega Y. Though if a button isn't held, it will instead randomize an option for you. Your Mega Evolution will also go away if you are KO'd, requiring you to deal 150 damage again to get it back.

So now let's go over what Mega Evolution has to offer, starting with Mega X. When compared to its default counterpart, Mega X sports higher falling speed (10% increase), higher gravity (10% increase), and higher ground jumps (10% increase) in addition to all direct (non-projectile) attacks receiving a 1.15* damage bonus. All fire attacks have also been changed to deal aura damage alongside all red effects being changed to blue.

In addition to the changes I listed, Neutral Special changes from Flamethrower to Thunder Punch (taken from P+). A horizontal rush on the ground and a dive punch in the air.

Side Special also changes from Heat Wave to Flare Blitz. A powerful move with recoil damage. While it's mostly a port of its Smash 4/Ultimate counterpart, this move has one key difference, being that the move ends in Fall rather than Tumble when ending in the air or making contact with an enemy/wall.

Now let's head on over to Mega Y. When compared to its default counterpart, Mega Y sports lower falling speed (10% decrease), lower gravity (10% decrease), lower ground jumps (10% decrease), higher air speed (10% increase), higher air mobility (10% increase), and one additional air jump in addition to all direct (non-projectile) attacks receiving a 1.1* damage bonus. All fire-based attacks also have an increased base damage (before the 1.1* multiplier, knockback compensated).

I bet you're wondering what that lingering flame in its mouth is for? Well that's because Neutral Special changes to Fire Blast (this is the only Special which changes when using the Mega Y form), a powerful piercing projectile which initiates a 10 cooldown when used (the flame will re-ignite once the cooldown time passes, but it will not decrease when using Neutral Special). Though when on cooldown, Neutral Special changes to Smokescreen, a powerful gust of smoke which blows back foes and can potentially gimp a recovery with proper prediction.

For some added flair, if you win a match when Mega Evolved, your chosen Mega form will show up on the Results Screen, but will revert to the default form if you lost or quit the match.

For those who remember, yes, this is the fabled revamp to Solo Charizard which was thought to have been canceled. This revamp aims to be smaller in scope and more balanced than its original counterpart (though I'm aware some aspects of this mod can and will be considered too strong and/or unfair depending on one's perspective), but is overall a more casual-oriented mod, as I'm well aware how much of a huge buff adding such a mechanic would be, especially on a powerful mid-tier like Charizard.

In terms of release, I want to wait until I finish the Mega Evolution GFX before I release, as what I have now lacks a few iconic effects (such as the rainbow ribbon). For now, this revamped mod will be for Project M only, but might have P+, Brawl, and Brawl Minus versions if there's enough demand.
18  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 09/08/2019: Fighting Alloy Team Pack Update on: December 03, 2019, 07:32:19 AM
It's that time again. Time for another update, but this time, it's not about any of my projects, but rather my Youtube.

If any of you were wondering why my content has suddenly gone private, it's because I have decided to private my videos in protest of COPPA. For those out of the loop, COPPA was a law passed by the FTC back in (I think) 1998, with the law getting renewed every 10 years. It was expected to get renewed on 2023, but were pressured by child advocacy groups to renew it earlier.

COPPA's guidelines force content creators are to mark their videos based on whether or not their content is targeted towards children. And if they mark something incorrectly, they can be fined $42,000 per incorrectly marked video. Even one of these fines are enough to bankrupt most people. The guidelines regarding what's considered child-targeted content are very vague and don't allow for nuance (Example: Animations intended for adults).

If you're in the United States, I strongly recommend submitting a (civil) comment to the FTC regarding COPPA's strict and vague guidelines. https://www.regulations.gov/comment?D=FTC-2019-0054-0001
The deadline to submit feedback is December 10th with the regulations coming into effect in January 2020.

If you decide to keep your content on Youtube, please do so with extreme caution, lest you be heavily fined.
19  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: September 13, 2019, 04:25:22 PM
Tinypic is shutting down, which means the image previews for many BrawlVault submissions in addition to the icons on the Resources page will be broken.

If someone's able to, I strongly recommend updating the icons on the Resources page with imgur-hosted images because it now looks like this:
20  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: September 09, 2019, 08:19:50 PM
You banned most, if not all the current bots? Based.

In regards to the site's goal, I know a Sm4sh Vault was planned, but at this point, I feel forum CSS updates and functionality should be addressed. However, I know this is easier said than done because to my knowledge, Vyse is the only coder among the staff. Additionally, unless the forums receive more activity, the staff wouldn't see much reason to put in the work.

One way to encourage and improve activity would indeed be to include more than just Brawl modding. Instead of making a Sm4sh Vault, why not make KC-MM the general Smash modding hub (Vault updates can come at a later time)? It would include modding and discussion about all the games in the Smash series (64, Melee, Brawl, Wii U/3DS, and Ultimate). Even though SmashBoards has us beat in regards to discussion, I feel KC-MM has always been the stronger modding hub, and I feel an extension to that could potentially boost activity enough to motivate these well-needed updates.

Regardless, the final choice lies on what the Admins want to do with these forums.
21  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 09/08/2019: Fighting Alloy Team Pack Update on: September 08, 2019, 09:15:43 AM
The Fighting Alloy Team Pack has been updated with an alternate all-in-one version, which utilizes costume hijacking to condense all four Alloys into a single slot on the CSS.

I'll repost the initial links, so you don't have to scroll through for them. Wink
BrawlVault: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217000
Dropbox (if KC-MM goes down): https://www.dropbox.com/s/unc5e85vcccxqb2/Fighting%20Alloy%20Team%20Release.zip?dl=0
22  Help & Tutorials / Texture and Portrait Tutorials / [Intermediate] Unbounded Team Color Engine Implementation Guide on: September 06, 2019, 06:44:25 PM
With the release of Legacy TE v2.5 comes DukeItOut's Unbounded Team Color Engine. While incompatible with Ex-based builds in its original state, DesiacX has made a branching version for Ex-based builds. This guide will tell you how to implement this system, based on the type of build you use.

Additionally, I strongly recommend implementing DukeItOut's 50CC into your build before starting. I have a separate guide on how to implement 50CC into your build, which you can follow with the link below.
http://forums.kc-mm.com/index.php?topic=80226.0

So with all that out of the way, let's get started!

First, you need to go through your codeset/GCT and remove the following codes, if present and based on your build type:

Non Ex-Based Builds (builds which don't use the BrawlEx Clone Engine):
Quote
Alt Color Engine 1.2 [Dantarion]
Alt Color Engine Data [Dantarion]
Masquerade Costume Flags [ds22]
Three Team Costumes for Ganon   Costume ID Fix [PyotrLuzhin]
Three Team Costume Preservation

Ex-Based Builds (builds which use the BrawlEx Clone Engine):
Quote
Alt Color Engine 1.2 [Dantarion]
Alt Color Engine Data PMEXv0.5 [Dantarion, PyotrLuzhin]
Masquerade Costume Flags [ds22]
Three Team Costumes for Ganon   Costume ID Fix [PyotrLuzhin]
Three Team Costume Preservation


Once the codes above have been removed, insert the following codes into your codeset/GCT, based on your build type:

Non Ex-Based Builds:
Quote
[Legacy TE] Masquerade Costume Flags V2 [ds22, DukeItOut]
* 0484CD48 381FFFCE
* 02AD817C 003200FF

[Legacy TE] Upload Character Masquerade Data At Startup [DukeItOut]
* 06546FE0 0000001C
* 2F696E66 6F2F636F
* 7374756D 65736C6F
* 74732F25 3032642E
* 6D617371 00000000
* C202D508 0000001F
* 9421FF10 7C0802A6
* 900100F4 93E1000C
* 93C10010 93A10014
* 93810018 90610024
* 90810028 90A1002C
* 3FE08045 63FF5450
* 93E1001C 3FE08054
* 63FF7000 93E10020
* 3BA00000 38610060
* 3C808054 60846FE0
* 7FA5EB78 3D80803F
* 618C89FC 7D8903A6
* 4E800421 80A10020
* 38610030 38810060
* 38C00000 38E00000
* 3D808002 618C239C
* 7D8903A6 4E800421
* 38610030 3D808001
* 618CBF0C 7D8903A6
* 4E800421 83C1001C
* 83E10020 281D0027
* 41A1000C 97FE0010
* 93C1001C 3BFF0066
* 93E10020 3BBD0001
* 281D0029 4081FF80
* 80610024 80810028
* 80A1002C 800100F4
* 83E1000C 83C10010
* 83A10014 83810018
* 7C0803A6 382100F0
* 88030278 00000000

[Legacy TE] Unbounded Team Color Engine [DukeItOut]
* 066998D0 00000010
* 3B9C0001 60000000
* 60000000 60000000
* 06699C14 00000010
* 3B9CFFFF 60000000
* 60000000 60000000
* 046974F8 4800001C
* 04699B8C 60000000
* 04699ED0 60000000
* C20AF520 0000001E
* 9421FFE0 9361000C
* 93410008 93810010
* 3B40FFFF 3B600000
* 3B800000 38A00000
* 3CC08058 60C65B00
* 38E28ED0 54602036
* 54A8083C 7D2720AE
* 7C660214 80E30008
* 7C674214 7CE63B78
* 2C190000 40A0003C
* 3B20FFFF 88030000
* 7C004800 4082000C
* 3B390001 7CBB2B78
* 2800000C 38630002
* 38A50001 4082FFE0
* 7F63DB78 48000054
* 38630002 38A50001
* 88030000 2800000C
* 41A20010 7C004800
* 41A20014 4BFFFFE4
* 3B200000 7F43D378
* 48000028 2C1A0000
* 40A00008 7CBA2B78
* 7CBB2B78 7C19E000
* 3B9C0001 41A0FFDC
* 4082FFB8 7CA32B78
* 8361000C 83410008
* 83810010 38210020
* 9B3E01C4 4E800020
* 60000000 00000000
* C2696628 00000015
* 9421FFE0 93C1001C
* 93A10018 93810014
* 93610010 9341000C
* 8BFE01C4 7C1A0378
* 2C1A0002 40820008
* 3B400003 3B600000
* 3B800000 3BA00000
* 3BC00000 3CA08058
* 38A55B00 546025B6
* 38C00000 7CA50214
* 80650008 4800000C
* 38630002 38C60001
* 8BC30000 2C1E000C
* 4182001C 7C1AF000
* 4082FFE8 7CDD3378
* 7C1CF800 3B9C0001
* 4180FFD8 7FA3EB78
* 83C1001C 83A10018
* 83810014 83610010
* 8341000C 38210020
* 60000000 00000000
* 046849A8 4BA2AB7D
* C20AF524 00000017
* 9421FFD0 93C1001C
* 93A10018 93810014
* 93610010 9341000C
* 90010020 801801C0
* 8BF801C4 7C1A0378
* 2C000002 40820008
* 3B400003 3B600000
* 3B800000 3BA00000
* 3BC00000 3CA08058
* 38A55B00 546025B6
* 38C00000 7CA50214
* 80650008 4800000C
* 38630002 38C60001
* 8BC30000 2C1E000C
* 4182001C 7C1AF000
* 4082FFE8 7CDD3378
* 7C1CF800 3B9C0001
* 4180FFD8 7FA3EB78
* 80010020 83C1001C
* 83A10018 83810014
* 83610010 8341000C
* 38210030 4E800020
* 60000000 00000000
* 04685C18 60000000
* 04685C08 7C050378
* C2685C10 00000017
* 80610050 9421FFE0
* 93C1000C 93A10008
* 93810004 90A10014
* 93410018 9361001C
* 54BC25B6 3FA08058
* 63BD5B00 7FBDE214
* 3F80FFFF 639CFFFF
* 83BD0008 7C1DE040
* 41820058 7C7A1B78
* 3BC00000 3B800000
* 3B600000 2C1A0002
* 40820008 3B400003
* 4800000C 3BBD0002
* 3B9C0001 8BDD0000
* 2C1E000C 41820020
* 7C1ED000 4082FFE8
* 8BDD0001 7C1C0000
* 4182000C 3B7B0001
* 4BFFFFD4 7F60DB78
* 8361001C 83410018
* 80A10014 83810004
* 83A10008 83C1000C
* 38210020 00000000
Ex-Based Builds:

Quote
Unbounded Team Color Engine (PMEX Variant) [DukeItOut, Desi]
* 066998D0 00000010
* 3B9C0001 60000000
* 60000000 60000000
* 06699C14 00000010
* 3B9CFFFF 60000000
* 60000000 60000000
* 046974F8 4800001C
* 04699B8C 60000000
* 04699ED0 60000000
* C20AF520 0000001E
* 9421FFE0 9361000C
* 93410008 93810010
* 3B40FFFF 3B600000
* 3B800000 38A00000
* 3CC0817D 60C652A0
* 38E28ED0 54602036
* 54A8083C 7D2720AE
* 7C660214 80E30008
* 7C674214 7CE63B78
* 2C190000 40A0003C
* 3B20FFFF 88030000
* 7C004800 4082000C
* 3B390001 7CBB2B78
* 2800000C 38630002
* 38A50001 4082FFE0
* 7F63DB78 48000054
* 38630002 38A50001
* 88030000 2800000C
* 41A20010 7C004800
* 41A20014 4BFFFFE4
* 3B200000 7F43D378
* 48000028 2C1A0000
* 40A00008 7CBA2B78
* 7CBB2B78 7C19E000
* 3B9C0001 41A0FFDC
* 4082FFB8 7CA32B78
* 8361000C 83410008
* 83810010 38210020
* 9B3E01C4 4E800020
* 60000000 00000000
* C2696628 00000015
* 9421FFE0 93C1001C
* 93A10018 93810014
* 93610010 9341000C
* 8BFE01C4 7C1A0378
* 2C1A0002 40820008
* 3B400003 3B600000
* 3B800000 3BA00000
* 3BC00000 3CA0817D
* 38A552A0 54602576
* 38C00000 7CA50214
* 80650008 4800000C
* 38630002 38C60001
* 8BC30000 2C1E000C
* 4182001C 7C1AF000
* 4082FFE8 7CDD3378
* 7C1CF800 3B9C0001
* 4180FFD8 7FA3EB78
* 83C1001C 83A10018
* 83810014 83610010
* 8341000C 38210020
* 60000000 00000000
* 046849A8 4BA2AB7D
* C20AF524 00000017
* 9421FFD0 93C1001C
* 93A10018 93810014
* 93610010 9341000C
* 90010020 801801C0
* 8BF801C4 7C1A0378
* 2C000002 40820008
* 3B400003 3B600000
* 3B800000 3BA00000
* 3BC00000 3CA0817D
* 38A552A0 54602576
* 38C00000 7CA50214
* 80650008 4800000C
* 38630002 38C60001
* 8BC30000 2C1E000C
* 4182001C 7C1AF000
* 4082FFE8 7CDD3378
* 7C1CF800 3B9C0001
* 4180FFD8 7FA3EB78
* 80010020 83C1001C
* 83A10018 83810014
* 83610010 8341000C
* 38210030 4E800020
* 60000000 00000000
* 04685C18 60000000
* 04685C08 7C050378
* C2685C10 00000017
* 80610050 9421FFE0
* 93C1000C 93A10008
* 93810004 90A10014
* 93410018 9361001C
* 54BC2576 3FA0817D
* 63BD52A0 7FBDE214
* 3F80FFFF 639CFFFF
* 83BD0008 7C1DE040
* 41820058 7C7A1B78
* 3BC00000 3B800000
* 3B600000 2C1A0002
* 40820008 3B400003
* 4800000C 3BBD0002
* 3B9C0001 8BDD0000
* 2C1E000C 41820020
* 7C1ED000 4082FFE8
* 8BDD0001 7C1C0000
* 4182000C 3B7B0001
* 4BFFFFD4 7F60DB78
* 8361001C 83410018
* 80A10014 83810004
* 83A10008 83C1000C
* 38210020 00000000

If you're a non-Ex user, then refer to the video guide below (by MetalLegacy34). While this guide is centered around LTE, this method can still be used for non LTE-based builds. Also take note you will also need to make use of the new .masq format:
https://www.youtube.com/watch?v=heDXDdiUcic

However, if you're an Ex user, then you'll instead need to modify the CSSSlotConfig file of your Fighter of choice to configure your team costumes. Refer to the image guide (made by ALM5252) below when setting things up:

The following color codes are used for teams:
00: Red Team
01: Blue Team
03: Green Team

And with that, you're done. However, I have one last note to make: When adding costume slots to anyone (regardless of build), avoid using 12 (0xC) and 13 (0xD), as those are the FitFighterDark and FitFighterFake slots respectively. So if you're already using either of these slots, change them after following this guide.
23  Help & Tutorials / Help / Re: Remove Meta Knight glide on: August 15, 2019, 08:22:37 AM
Open your FitMetaKnight.pac inside a moveset editing program (I strongly recommend PSA Compressor), go to Actions 0x114 and 0x11D and change the Change Action commands which have him end in Action 0x85 into any Action you want him to end in. Though since you're wanting to mimic the Sm4sh variant, I would recommend changing those commands to end in Action 0x10, which is the SpecialFall Action.
24  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: August 14, 2019, 09:40:19 AM
Alright, so I have a minor correction to make

For those trying to get 50CC working in your build, but end up crashing after the strap screen, your problem might not be your codeset, but rather the file size of your info.pac (if using a PM-based build). The only solution to this would be to Color Smash the stock icons in your info.pac and/or adjust texture compression/size of the other textures inside the info.pac.
25  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: August 03, 2019, 09:13:55 AM
I hate to Necropost again, but this is becoming an issue. I get the Forums and the people on them aren't as active as they used to be, but could the Moderation and/or Admin team consider opening Moderation positions?

Because I've noticed we've been getting troubling amounts of spam bots as of late.

Back in April, I took a screenshot of the first page of the Introductions Board, and 65% of the posts are from bots. I'm not sure if things have changed since then.

And just today, I was met with this when checking on Updated Topics.

I'm aware we've always had to deal with bots, but I've noticed there being more lately. I feel this is due to a lack of active Moderator activity to keep these bots at bay.

If Moderator roles aren't open, then could you consider updating your anti-bot filters? Because I'd rather see these forums inactive/dead rather than become infested by bots.
26  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: July 19, 2019, 08:27:12 AM
I see your problem. You didn't properly expand the CSSSlotConfig files.

Your Mario CSSSlotConfig was edited to allow 24 costumes, while your Captain Falcon CSSSlotConfig hasn't been edited, thus allowing up to 15 costumes.

You can use BrawlCrate to add costumes until you reach 50 total costumes. Open your respective CSSSlotConfig.dat in BrawlCrate, right click the "CSSSlotXX" entry, and click "Add New Entry". Also, don't forget that you also need to edit your FighterConfig.dat to allow these additional costumes.
27  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: July 18, 2019, 08:21:37 PM
On an unrelated note, for those who approached me regarding 50CC with LXP Full, I might have been wrong in saying LXP Full's codeset is too big for 50CC, but rather the info.pac. I forgot to mention converting the info.pac to 50CC will increase the file size due to the increased bytes per texture name for the Stock Icons. If you experience crashing after the strap screen, then it's most certainly the file size of your info.pac being too high, in which I would recommend to look into either decreasing texture sizes and/or altering texture compression of the non stock icon textures.

I'm having issues with the CSSlot file. For some reason, the game won't load it and the costumes are in the default order. It's a weird issue because I've gotten the extra costumes and CSSlot to work for the first 3 characters I did but now it doesn't. I guess my question is whether 50 costumes are guaranteed once I replace my files with the ones in this thread or do I have to expand the bx_fighter.rel file each time I add more costumes?

I'm using the latest PM+EX build.
You do not need to edit the bx_fighter.rel.

Would you mind posting one of your test CSSSlotConfig files for me to look at?
28  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: July 06, 2019, 08:55:00 AM
(Gonna bump this thread with an early July update for Dark Samus.)

It's a new month, which means new Dark Samus previews. Over the past month, I've been updating the graphic effects of some of her moves.

However, unless we're able to get new animations made, don't expect anymore previews from here on out.

Side Special: https://gfycat.com/enlightenedunfoldedbarnacle

Down Special (Landing): https://gfycat.com/wideeyedancientaracari

Down Special (Bounce): https://gfycat.com/preciousbetterkrill

Down Smash (huge thanks to DukeItOut): https://gfycat.com/plaintiveshadyalleycat
29  Help & Tutorials / A/A Tutorials / Re: [Advanced] How to Get a Brawl PSA to Work in PM on: June 23, 2019, 09:31:53 AM
I know this is gonna be a bit of a bump, but it's rather important.

If you're either porting a moveset over to PM or making a custom moveset for PM and need to change Variables, don't use LA-Basic[90] nor LA-Basic[91]. Because both variables are used for L-Canceling. Using either of them can either alter your L-Cancel window or render you unable to L-Cancel entirely.
30  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: June 04, 2019, 05:35:37 PM
I teased this over a year ago, but I finally overcame the hurdle which was holding this release back. What is this I'm referring to? It's a mod which changes Bowser's fire effects from red to blue if using the Dry Bowser alternate costume in Project M. This mod has compatibility with Project M and Legacy TE.

Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=217753

Direct Dropbox (if KC-MM goes down): https://www.dropbox.com/s/qxtm2pv8nm1mjs2/Dry%20Bowser%20Alt%20Costume%20Effects.zip?dl=0
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