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91  Super Smash Bros. Brawl Hacking / Programming / Re: Limited Specials, Independent Sub Routines, and On the Fly Attribute Switching on: July 20, 2018, 01:33:31 PM
This is gonna be a huge-ass necro, I know, but it's important.

Codes (also known as TheGag96) made a fix for the Attribute Modification code so it no longer breaks Rolling Crates, Lip's Stick, Springs, and Soccer Balls. The OP has been updated to use this fixed code.

Does this code work with Project M?
Yes.
92  Super Smash Bros. Brawl Hacking / Programming / Re: The Brawl Expansion Project on: June 18, 2018, 11:14:43 AM
Instead, I was wondering if it is possible to create brand new sound banks for these characters so they won't share Marth's voice.
Yes, it's possible. Thanks to JOJI's Soundbank Expansion system.
Kitsu made a guide for it. http://forums.kc-mm.com/index.php?topic=79101.0
93  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: May 09, 2018, 07:06:13 AM
The latter. BaganSmashBros is helping out with this Classic Ridley update whenever he's able to.

Edit (July 31st, 2018): Merging my quad posting into a single post to reduce clutter.

July 15th, 2018: I have another progress update for Classic Ridley. For those who follow me on Twitter, you'll see this coming, but for those who don't, the update to Classic Ridley is almost done. All he needs are Heavy Item animations and his new Up Smash animations to be finished. There's a couple other things I'd like done too, which are model optimizations (since as of now, 4 Ridley's lag on lower poly stages and 3 Ridleys lag on higher poly stages), new renders after the model optimizations (to reflect the new recolors), and a release trailer, but we've been working on this for over a year now, and I wouldn't want any further delays, so I really hope I can make a release within the next few months.

July 24th, 2018: Remember when I teased Snake's box walk a few years back before PM was shut down? Well I'm coming back a few years later to finally make a release to the public (in a similar fashion to Pig Ganon, Headband Jigglypuff, SJS ZSS, and Awakening Roy).

Features include:
-Looping Snake's Box Taunt (hold down D-Pad, release it to end the loop).
-Box Walking (use the left and right D-Pad).
-Reaction when his box is removed (Metal Gear exclamation point and alert SFX play), alongside an alternate getup animation after the removal of his box (release down D-Pad).
-Bug fix which made his tranq dart unable to be reflected by a powershield or the Franklin Badge.

Demonstration:

Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=216392

It was truly an honor to work with the PMDT before the shutdown, and I can only hope we'd be able to come back together and officially work on PM once more.

July 30th, 2018: Coming in to announce another release. It's slot dependent Razor Leaf for Ivysaur. Big thanks Codes/TheGag96 for doing the needed module edits to get everything working.

Download: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=216418
Mirror for if KC-MM goes down: https://www.dropbox.com/s/lv3v1yr7r2vwpm0/Costume%20Slot%20Specific%20Ivysaur%20Razor%20Leaf.zip?dl=0
94  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Hitbox display Gecko OS code? on: May 08, 2018, 03:06:37 PM
This topic has been moved to Programming Help.

http://forums.kc-mm.com/index.php?topic=79227.0
95  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: [SSBB] Shadow the Hedgehog Import on: May 08, 2018, 03:06:05 PM
This topic has been moved to Model Help.

http://forums.kc-mm.com/index.php?topic=79460.0
96  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Sparkling Effects on Hair? on: May 08, 2018, 03:05:26 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=79503.0
97  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: May 06, 2018, 09:20:06 AM
These Alloys are going to be their own Ex slots. I originally wanted to replace the Multi-Man Alloys, but that turned out to be impossible at the moment.
98  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. Opening Thread Overhauled! on: May 04, 2018, 08:31:29 PM
Oof, this thread sure died...Let's bring it back!...Again...

Remember that Fighting Alloy Team project I was working on...?




The renders were done by _Mach7_, so there's no imgur link this time.
Finally, it's here for you. It's the last member of the Fighting Alloy Team! Here's the Green Alloy! This Alloy is unique from not just being based off a single character, but rather a hybrid of two characters (Kirby and Jigglypuff, but favoring Kirby). Check out the below spoiler for what's in store for the Green Alloy.

I'll now go into further detail on the Green Alloy's Specials. Click on the gifs themselves for smoother playback.
<Standard Special: Throw>
Being unable to copy a foe's Ability, the Green Alloy trades that for a fast-paced Special Throw system, being able to grab and throw enemies on the ground and in the air. Upon grabbing a foe with this Special, the Green Alloy has 30 Frames to pick a direction before automatically throwing its victim. This move also trades item interaction with the move for enhanced inhale range.


<Side Special: Pound Blitz>
When compared to Jigglypuff's Pound, the Green Alloy's Side Special trades a single hit for multi-hit properties in addition to faster startup, more shield damage, and more distance, but at the cost of less overall damage and more endlag.
roach]

<Up Special: Upper Cutter>
When compared to Final Cutter, this move is more straightforward with its simple vertical recovery, trading the ability to descend for faster startup and higher damage.


<Down Special: Rapid Spin>
In a surprising twist, the Green Alloy's Down Special is neither an alternate Rest nor an alternate Stone, but rather an alternate Rollout. This variation of Rollout trades power, duration, and a little movement speed for a faster charge rate and some other powerful goodies, such as being able to jump while rolling on the ground (it can even short hop or full hop) and cancel into an Attack, Special, or Jump upon hit.


<Final Smash: Cruel Mode>
Upon absorbing the power of the Smash Ball, the Green 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.

Now that I have the movesets complete for the Fighting Alloy Team, you would think it's time for a release, but unfortunately, there are a handful of issues which prevent me from making a release, but once those issues are resolved, there will most certainly be a release. So until then, this might be the last time you all hear about the Alloys. And as always, thanks for tuning in.
99  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: Speeding up attacks and movements in Brawlbox? on: April 25, 2018, 08:34:55 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=79485.0
100  Help & Tutorials / A/A Tutorials / Re: [Novice] Character-Specific PSA Coding on: April 04, 2018, 04:19:54 AM
Instead of skimming through, I read it a little more carefully... You really should state that your tests are related to the damage, that's changed based on who's in the match with you. It's not so clear simply from looking at the coding if you're not familiar with the terminology.
I already specify that, alongside showing a recorded example.

Here's the mentioned demonstration:

What this bit of coding does is check to see if Classic Ridley (0x50), Zero Suit Samus (0x4), or Falco (0x15) are in the same match as Fox before setting RA-Basic[10] to a custom value, which is then later applied to a hitbox (with its Damage Paramerter set to use RA-Basic[10]).

The coding works just how you'd expect it to with 1 v 1 matches, as I show each Fighter option one at a time (Mario is a stand-in for Fighters not specified in the coding block.
101  Help & Tutorials / A/A Tutorials / Re: [Novice] Character-Specific PSA Coding on: April 03, 2018, 01:23:20 PM
This is supposed to be "novice", but I don't get what you're trying to show at all

It's PSA coding that's dependent on which Fighters are in the match with you. It's how Fox has his unique victory quote if Falco was in the match with him (and vise verse).
102  Help & Tutorials / A/A Tutorials / [Novice] Character-Specific PSA Coding on: April 02, 2018, 11:53:07 AM
This guide is an updated revision to Leon Exodio's video tutorial.

This isn't much of a tutorial, but rather an explanation of how the process works, alongside its limitations.

The requirement is listed as "Turning With Item" in PSA and BrawlBox, but with PSA Compressor, it's unlabeled as Requirement 2724.

Here's a general template on how to have Character-Specific PSA coding.
Quote
If 2724: *Fighter's Slot ID (Value)*
    *Alternate Coding*
Else
    *Regular Coding*
EndIf
What this bit of coding will do is check to see which Fighter is in the match with your Fighter based on their Slot ID. You can use the image below as a reference of which Slot IDs each Fighter uses.
Note: If using Project M (or any build based off it), replace Petey Piranha with Roy and Rayquaza with Mewtwo.

The requirement also works with Expansion Slot IDs (BrawlEx/PMEx required).

To make explanation easier, I'm going to provide my own example coding, alongside a demonstration of its implications.
Quote
If 2724: 50
    Basic Variable Set: RA-Basic[10] = 8
Else If 2724: 4
    Basic Variable Set: RA-Basic[10] = 6
Else If 2724: 15
    Basic Variable Set: RA-Basic[10] = 4
Else
    Basic Variable Set: RA-Basic[10] = 2
EndIf
Here's the mentioned demonstration:

What this bit of coding does is check to see if Classic Ridley (0x50), Zero Suit Samus (0x4), or Falco (0x15) are in the same match as Fox before setting RA-Basic[10] to a custom value, which is then later applied to a hitbox (with its Damage Paramerter set to use RA-Basic[10]).

The coding works just how you'd expect it to with 1 v 1 matches, as I show each Fighter option one at a time (Mario is a stand-in for Fighters not specified in the coding block.

But the requirement shows its limitations once you enter a free-for-all. Like with the general demonstration, I'll also provide one for this next section as well.

As showcased by this demonstration, when I enter Classic Ridley and Falco in the same match, you'll notice the Classic Ridley-specific coding will apply to everyone. Because since the check for Classic Ridley's ID comes first in the coding stack, it'll apply the Classic Ridley-specific coding to everyone else in the match.

I then demonstrate a second scenario in which if I were to replace Ridley with Zero Suit Samus for the next match (while still keeping Falco), the Zero Suit Samus-specific coding will apply to everyone in the match, as her ID check comes after Classic Ridley's check.

After that, I conclude with replacing Zero Suit Samus with Mario. Hopefully, I don't need to explain what happens next.
103  Super Smash Bros. Brawl Hacking / Attacks and Animations / MOVED: [SOLVED] The game sometimes freezes when Kirby is used with BrawlEx. on: March 30, 2018, 03:00:52 PM
This topic has been moved to A/A Help.

http://forums.kc-mm.com/index.php?topic=79373.0
104  Help & Tutorials / A/A Tutorials / [Novice] Adding Sub Actions (Revised) on: March 21, 2018, 05:40:30 PM
While pikazz's tutorial is still relevant and works, it's been made outdated thanks to PSA Remaker. This tutorial will show you the new way to add Sub Actions to a character.

Requirements:
-PSA Remaker
-A hex editor. I personally recommend HxD.
-Your Fit*.pac file.
-Your ft_*.rel file.

If you have what you need, then let's move onto the tutorial itself. This tutorial will be split into two parts: PSA Remaker Usage and Hex Editing.

1.) PSA Remaker Usage.
Open PSA Remaker, and you'll be greeted with this window.

Drag and drop your moveset file into the window as instructed.

Next, toggle on Maximum Compress. You'll now be able to increase your number of Sub Actions. Remember the current Sub Action Count, as it will be important later.
Disclaimer: While you can add Actions, I would not recommend it, as this method does not cover Actions nor has testing resulted in positive results.

Here, you'll increase the Sub Action count by however many you need (just know that these values are Hexadecimal). With my example file, I'll add 4 Sub Actions.

Once you're done with that, click "Start". The window will then update to this. You can now close PSA Remaker and locate your altered file in the "Exported" folder.

2.) HxD Usage.
Open your module in your hex editor.

Press Ctrl + R, and the following window will appear.

Alter it to the following settings.

Next, you'll enter the following into the "Search for" bar.
XXXX = Old Sub Action Count.
38A0XXXX
In my example's case, I'll be entering 38A001DE

You'll then enter the following into the "Replace with" bar.
XXXX = New Sub Action Count.
38A0XXXX
In my example's case, I'll be entering 38A001E2

Once you have both fields filled out, click on "Replace All" before the following window appears.

Click "OK", save, exit your hex editor, and make any desired PSA edits to use your new Sub Actions.

I hope this will help those who were wondering what PSA Remaker is used for.
105  Help & Tutorials / A/A Tutorials / [Intermediate] How to Nullify an Action's Hard-Coding on: March 21, 2018, 09:20:12 AM
This tutorial wouldn't have been possible without being guided by ds22.

You know how sometimes when you're making a custom Special over a character, you just run into something truly bizarre, despite knowing you've done everything right with your PSA coding (assuming there's no other issues with your coding and/or file)? Then it might turn the Actions you're using have hard-coding that's messing with things. If that's the case, then there's one of two options you can do.
1.) Use a different Action.
2.) Nullify the associated hard-coding.

This tutorial will show you what you need to do to achieve the second method.

Requirements:
-BrawlBox v0.71 (later versions will corrupt your module, while earlier versions don't support module editing). Alternatively, you can use Module Editor, but this tutorial won't be covering that.
-Your character's module file (ft_*.rel)

Disclaimer: While you can null out the hard-coding of all your character's Special Actions, I would only recommend nulling out hard-coding you know you won't be using, since if you use unedited Specials with nulled hard-coding, they obviously won't work anymore.

Now that we have what we need, let's get started. This tutorial only has one part, which is for BrawlBox usage.

For this tutorial, I'll be using Lucario as a guide.

1.) BrawlBox Usage
Start things off by opening your character's module in BrawlBox.

Next, you'll open Section[5] by right-clicking on the entry, and selecting "Open in Memory Viewer", you'll then be greeted by this window.

Now scroll down until you see ft*StatusUniqProcess* text labels. If you're familiar with animation naming conventions, then these labels should pop out to you on what does what.

In this example case, I've highlighted ftLucarioStatusUniqProcessSpecialHiBound, which is executed when Lucario hits something during Extreme Speed. For the sake of this tutorial, this is what I'll be nulling.

What you need to do now is select any of the green byte strings, and look at the Relocation Command section on the bottom right of the window to see see if it targets Section[1]. If it does, then open up Section[1] in the Memory Viewer, and go to the listed Target Offset.

What we're looking for here is a blr function, which this Target Offset conveniently has. If your selected Target Offset doesn't use a blr function, then go back to the ft*StatusUniqProcess* part of Section[5], select a different byte string, and go to that Target Offset in Section[1] instead. Repeat this step until you run into a blr function in Section[1].

Now that you have your desired Target Offset, go back to the ft*StatusUniqProcess* of Section[5], and change all associated sections of your specific process which reference Section[1] with your Target Offset. Do not alter anything which references any other Section. Repeat this process (use the same Target Offset) with any other process you want to null. Once you're done, you can save, test, and PSA edit to your liking.

That concludes my tutorial, I hope this is able to help those experiencing the same issues I've had with this.
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