Home Gallery Resources The Team Rules chat Login Register
  Show Topics
Pages:  1 [2]
16  Super Smash Bros. Brawl Hacking / Stages / Stage .rels and you - A New finding involving stage hitbox parameters. on: January 05, 2011, 08:05:09 PM
So one day Standardtoaster found the hitboxes for Port Town(NTSC-J) and made a code for them.
He also made a vid of it testing with the cars doing 999%.
<a href="http://www.youtube.com/watch?v=nuJ_0g5VQ0s" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=nuJ_0g5VQ0s</a>


Reading down, Amazing Ampharos & Thinkman found hitboxes for Norfair in it's rel near FFD8,
and shown the hex values used,
which opened the door further for searching and editing for hitboxes in stage .rels.

Quote
Values are stored in modules. Thinkaman and I found some in Norfair. Go to FFD8 and look nearby. 38a0XXXX is damage, 38e0XXXX angle, 3940XXXX base, 3900XXXX growth. This changes the hitboxes on the lava floor. E310 uses the same mapping (but they are listed in a different order!) and affects the lava walls. Trying to figure these files out further is proving very hard for me.

Default values for PTAD cars are 14h damage, 5ah angle, and some known kbg and bkb but Norfair is the only case I have so far of editing modules succssfully and changing in-game damage behavior.


It's in a slightly different format than PSA but editable all the same.

So I decided to share this with you guys.

Below is a .rel I made to make the FZero cars weaker and more feasible.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15349

If you want to help find hitboxes, the easiest way to do so is to search for this in the hex editor:

38 A0 00 XX

XX = hitbox damage

A reference list by AA below.
Be sure to put these values in hex when searching.

Mario Circuit cars (15%)
Rumble Falls spike 1 (15%)
Rumble Falls spike 2 (10%)
Rumble Falls spike 3 (15%)
Bridge of Eldin King Bulbin (15%)
Bridge of Eldin Bomb (30%)
Pirate Ship catapult (0%)
Pirate Ship bombs (55%) [pretty sure this has a second hitbox]
Pirate Ship boat bow in general (20%)
Pirate Ship boat bow beaching on rock (10%)
Norfair lava floor (14%)
Norfair lava walls (14%)
Norfair lava background (18%)
Norfair lava pillars (10%)
Halberd laser (42%, multihit)
Halberd bombs (20%)
Halberd claw (10%)
Spear Pillar laser (27%, multihit)
Spear Pillar Dialga attack (25%)
Spear Pillar Cresselia background beams (15%)
Spear Pillar Cresselia spinning beams (20%)
Port Town Aero Dive cars (20%)
Port Town Aero Dive track (15%)
Port Town Aero Dive wall (10%)
WarioWare speeding car (13%)
WarioWare acid rain (1% continuous, at most about 15%)
WarioWare raining arrows (30%)
WarioWare stomping foot (20%)
WarioWare background earthquake (20%)
Distant Planet monster (no damage, grab -> death)
New Pork City ultimate chimera (100% or 200%, varies: I seem to recall seeing 300% before even) [now I think this is always 100% but sometimes hits twice]
Summit icicles (20%)
Summit front of glacier (18%)
Summit fish tail (15%)
Summit fish bite (no damage, grab -> death)
75m fires (10%)
75m Donkey Kong (20%)
75m springs (20%)
Mario Bros. red crabs (13%)
Mario Bros. blue crabs (15%)
Mario Bros. purple crabs (17%)
Mario Bros. green turtles (11%)
Mario Bros. purple turtles (13%)
Mario Bros. red turtles (15%)
Mario Bros. fireballs (20%)
Flat Zone 2 chef form food (8%)
Flat Zone 2 Oil Panic form people (13%)
Flat zone 2 Lion form tamers (12%)
PictoChat arrows (10%)
PictoChat side spikes (20%)
PictoChat fire (1% per hit)
PictoChat bombs (25%)
PictoChat cart (10%)
PictoChat pirahna plant (10%)
Green Hill Zone checkpoint (10%)
Jungle Japes klaptrap (30%)
Onett cars (30%)
Corneria arwings (12%)
Corneria main cannon (30%? hard to tell)
Corneria main cannon recoil (30%)
Green Greens Bomb Blocks (20%)
Green Greens exploding apples (20%)
Brinstar acid (14%)

Do be aware that not all hitboxes use 38 A0 00 XX as damage.
The first 3 numbers may vary a bit.
17  Super Smash Bros. Brawl Hacking / Stages / Eternal Yoshi's Arenas - Poke Floats 2 - 100% complete on: December 31, 2010, 06:22:49 AM

Completed Stuff/Released Stuff


Yoshi's Island Crystal Caves(2D)

An old 2D stage that goes over Final Destination.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=6984

Yoshi's Island Crystal Caves(3D)

This is a 3D version that goes over Yoshi's Island(Pipes).
If it is ported somewhere else other than Pipes or a custom stage, the blocks WILL malfunction.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=12666

MGS2 Big Shell

The OLD version of the stage

Older version goes over Hyrule Temple.



The new version, which has a destructible floor tile that goes over Shadow Moses Island.
NOTE: For the codecs and ! SFX to work, it must be over SMI and not a custom slot or anything else.

Both are included in this BV link.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=8218

Icicle Pyramid


I added moving platforms to keep the layout from being bland.
When I am not busy, I'll tweak the platforms' movement, tweak the roof's shading, and such.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=14321



This is a stage based off of Crateria's Surface from Super Metroid.
Here.
http://www.mediafire.com/?dykbu9xm2ayta1a

A long time ago, I made a 2D stage based off of Adventure Island as my first stage project.

I tried to make a 3D version when I was a newb to that sort of thing and it had a lot of issues.
I went back to it and all the problems were solved.


So yeah, this stage is back, with a vengance.
Updated Pic

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=16704

Planet's Core

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17705v

A stage I made to accompany Cloud and Sephiroth.

Poke Floats 2

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19920
18  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Updated Stage Roster Expansion Code - PAT0 Editing functional now! on: November 06, 2010, 02:53:12 PM
Oh snap. The Smash Sage Phantom Wings strikes again!

This post has the updated modset of Brawlbox.
PAT0 editing works, which means we can add icons.
However, the file size limit is very strict.
http://www.smashboards.com/showpost.php?p=12035248&postcount=531


The tutorial is over here:
http://www.smashboards.com/showpost.php?p=11670735&postcount=297

This is copied from his post

Quote from: Phantom Wings;11558904
Hi everyone!!:bee:

I was feeling abnormally productive the other day - in a nostalgic sort of way - so I decided to perfect the Stage Roster Expansion code.

So without further ado. (and rest assured, there wasn't any to begin with.)

Code:

Stage Roster Exp, System v2.0: [Phantom Wings]
E0000000 80008000
04043B20 380000FF
04043B40 1C060018
04043B58 38840018
04949C8C 3884B460
04949D10 3884B460
04949E20 3884B460
04949EFC 3884B460
C294A588 00000003
A063001A 2C030040
41800008 38600000
60000000 00000000
C294A1D0 00000003
7C7D1B78 2C03FFFF
40820008 3FA0003F
60000000 00000000
04015564 48000010
2042AEB0 00000041
0442AEB0 00000000
80000000 8042AEB0
80000001 8042AEB0
60000030 00000000
8A001801 00000000
86000000 00000024
86000001 00000018
62000000 00000000
0042B348 024B0000
0442B348 00000040
0642B34C 00000010
73745F63 7573746F
6D00002E 72656C00
80000000 8042BC18
80000001 8042B460
8A010001 00000000
0442B560 8042BC14
0042BC18 010F0000
0642BC14 00000008
43757374 6F6D0000
E0000000 80008000
04043B34 483E783C
0642B370 00000050
2C060031 4080000C
80040000 48000040
3806000F 7C030000
40820030 3866FFD0
38C4000F 38860001
3CA08042 60A5B450
38E00000 7E6802A6
4BFCB811 7E6803A6
38C00031 4BC1878C
3884FFE8 4BC1877C
04949C88 4BAE1749
04949D0C 4BAE16C5
04949E1C 4BAE15B5
04949F08 4BAE14C9
0642B3D0 00000060
9421FF80 BC610010
7C6802A6 9061000C
2C000040 41800030
7C030378 3863FFC1
3CC08042 60C6BC1C
38860001 3CA08042
60A5B450 38E00000
39200000 4BFCB7AD
38000040 540013BA
8061000C 7C6803A6
B8610010 80210000
4E800020 00000000
0042B455 00000078
0442B45C 00000002


The code now allows up to 255 (untested mind you) custom stages. The only difference is that the number for the .pacs and .rels must be padded to two digits (1 becomes 01, 9 becomes 09 and whatnot) and that the numbers must be in hex.

Here's a new Stage Select Screen with 15 custom stages just so you can see where it's all going.

Code:

[Custom SSS]
046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF68C 38840002
040AF6AC 5463083C
040AF6C0 88030001
040AF6E8 3860FFFF
040AF59C 3860000C
060B91C8 00000018
BFA10014 7CDF3378
7CBE2B78 7C7D1B78
2D05FFFF 418A0014
006B929C 0000001F
066B99D8 0000001F
00010203 04050709
080A0B0C 0D0E0F10
11141516 1A191217
0618131D 1E1B1C00
006B92A4 00000019
066B9A58 00000019
1F202122 25242326
27282A2B 2C2D2E2F
30313233 34353637
38000000 00000000
06407AAC 00000078
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 40024101
42024301 44024501
46024701 48024901
4A024B01 4C024D01
4E020000 00000000


And finally - I know there's a lot of people out there who want this - the Tracklist Modifier. This code allows you to set the tracklist that a stage will use.

Code:

[Tracklist Modifier v1.0]
0610F9BC 00000014
60000000 60000000
3C80811A 7C601B78
608447E7 00000000
4A000000 81000000
301A46F8 6D755072
1417DF44 7CE03B78
1417DF4C 7C0400AE
161A47E8 000000[COLOR="Purple"]LL << Bytes of data[/COLOR]
[COLOR="Lime"]00000102 03040607 << Default Stages
08090A0B 0C0D0E0E
0E0E0E0F 10111213
14151515 16171819
1A1B1C1D 1E1F2D2D
2D202122 23242526
2728290A 2D2D2D2D
2D2D2D2D 2D2D2D2D[/COLOR]
[COLOR="DarkRed"]X1X2X3X4 X5X6X7X8 << Custom Stage Tracklists
-------- --------[/COLOR]
E0000000 80008000

Tracklists:
00 Battlefield
01 Final Destination
02 Delphino
03 Luigi's Mansion
04 Mushroomy Kingdom (1-1)
05 Mushroomy Kingdom (1-2)
06 Mario Circuit
07 75m
08 Rumble Falls
09 Pirate Ship
0A Eldin Bridge
0B Norfair
0C Frigate Orpheon
0D Yoshi's Island
0E Halberd
0F Lylat Cruise
10 Pokemon Stadium 2
11 Spear Pillar
12 Port Town Aero Dive
13 Summit
14 Flat Zone
15 Castle Siege
16 WarioWare, inc.
17 Distant Planet
18 Skyworld
19 Mario Bros.
1A Newpork City
1B Smashville
1C Shadow Moses Island
1D Green Hill Zone
1E Pictochat
1F Hanenbow
20 Temple
21 Yoshi's Island
22 Jungle Japes
23 Onett
24 Green Greens
25 Pokemon Stadium
26 Rainbow Cruise
27 Corneria
28 Big Blue
29 Brinstar
2A Menu
2B Empty
2C Empty
2D Empty


Now, before any of you ask, yes it is possible to create new tracklists, but the total number of songs you have between all the tracklists is constant. (unless you really want to mess with your save file.) And while it is possible to create additional tracklists by taking songs from other tracklists, that has the unfortunate repercussion of making some of your game's music unusable when you're not using codes. So as a result, I didn't build a code for adjusting the tracklists. (although you still have the MyMusic Modifier.)



Finally, (I guess I lied, the Stage Roster Expansion system hasn't quite perfected yet.) I have a personal request to the Brawl Lib Development team.

This would be it:
Code:
[B]PAT0[/B]

[B]Header:
[/B]char[4] PAT0
int Runtime Copy Range
int unk
int unk
int Pattern Table offset
int Texture File Table offset
int Palette File Table offset
int Runtime Texture Ptr Table offset
int Runtime Palette Ptr Table offset
int File Name Table offset
int pad
short unk //0x006F
short unk //0x0001
short Runtime Texture Ptr Table Count
short Runtime Palette Ptr Table Count
int pad

*Runtime Copy Range is the length of the Header,
 Entry Table, both String Offset Tables and the Runtime Ptr Tables.
 This is usually the address of the String Table, but sometimes
 there's a bit discarded before it as well...
**The amount of available space in the Runtime Tables
  MUST reflect their Counts (in entries of 32-bit integers).


[B]Pattern Table:[/B]
int Total Length
int Entry Index Count
int unk
int unk
int unk
Entry Indices

[B]Pattern Index:[/B]
int unk
int unk
int Name Offset (base=this)
int Entry Offset (base=Entry Table)

[B]Pattern:[/B]
int Name Offset (base=this)
bit[8][4] Flagsets
int Texture Table Offset(base=this)

[B]Flags:[/B]
0x1 Use Flagset
0x2 Inline Texture
0x4 Has Texture
0x8 Has Palette

*There are 8 Flagsets (one  32-bit int) that will each be attempted
 if their first bit is set - usually the first one is only used.
**When InlineTexture is set, Texture Table Offset becomes:
  short Texture Name Index
  short Palette Name Index



[B]Texture Table:[/B]
short Texture Count
short pad
int unk
Textures

[B]Texture:[/B]
float Key
short Texture File Index
short Palette File Index



[B]Texture File Table Entry:
[/B]int File Name offset(base=Texture File Table)

[B]Palette File Table Entry:[/B]
int File Name offset(base=Palette File Table)


Provide Brawlbox with support for the PAT0 files and you'll be able to add new stage icons in addition to the default ones using the Custom Stage Select Screen code.



And that's everything. The Stage Roster Expansion System is complete. I'll be here to answer questions or take bug reports for the weekend, but after that - poof! I'm gone.

Nice to see you back Kryal. Dant, good work as always. I'm going grocery shopping now.


OK. For those who are lazy or don't know what hex is, I included a SSS which maxes out both menus.

Code: (Eternal Yoshi's Maxed out SSS V0.6X)

046B8F5C 7C802378
046B8F64 7C6300AE
040AF618 5460083C
040AF68C 38840002
040AF6AC 5463083C
040AF6C0 88030001
040AF6E8 3860FFFF
040AF59C 3860000C
060B91C8 00000018
BFA10014 7CDF3378
7CBE2B78 7C7D1B78
2D05FFFF 418A0014
006B929C 00000027
066B99D8 00000027
00010203 04050908
0A0B0C0D 0E0F1114
151A1917 06131D1B
1C1F2021 22252423
27280710 12161800
006B92A4 00000027
066B9A58 00000027
1E262A2B 2C2D2E2F
30313233 34353637
38393A3B 3C3D3E3F
40414243 44454647
48494A4B 4C4D4E00
06407AAC 000000A0
01010202 03030404
05050606 07070808
0909330A 0B0B0C0C
0D0D0E0E 130F1410
15111612 17131814
19151C16 1D171E18
1F19201A 211B221C
231D241E 251F2932
2A332B34 2C352D36
2F373038 3139323A
2E3BFFFF 400E4101
420F4308 441C4505
4602470C 4839491C
4A024B01 4C024D01
4E024F02 50025102
52015301 54015501
56015701 58015901
5A015B01 5C015D01
5E015F01 60016101
62016301 64016501

I turned off the Tracklist modifier since it was responsible for a bug where if you go back to the title screen and return to the main menu, the game would freeze.

Other than that, the tracklist modifier works great.

If you want to risk it, Try this:

Code: (Tracklist Modifier)
0610F9BC 00000014
60000000 60000000
3C80811A 7C601B78
608447E7 00000000
4A000000 81000000
301A46F8 6D755072
1417DF44 7CE03B78
1417DF4C 7C0400AE
161A47E8 00000068
00000102 03040607
08090A0B 0C0D0E0E
0E0E0E0F 10111213
14151515 16171819
1A1B1C1D 1E1F2D2D
2D202122 23242526
2728290A 2D2D2D2D
2D2D2D2D 2D2D2D2D
00000F22 1C26010C
121C0A03 03270C0D
05060C1A 150A1D08
101D000A 0A180305
27000000 00000000
E0000000 80008000

The 68 is where the value that LL is in this code.

The highlighted is where the custom stages' tracklists are.
Edit them how you please.

Yes, it's meant to be used with maxed out SSS.

This part of post was copied from Gokuguy's thread so that anyone who needs appropriate .rels can DL his link instead of asking the same questions time and time again.


Sorry if this is in the wrong section, I'm kinda new here, & haven't learned much about this site in general.

When I first started SSBB hacks, everything was great, then came stage expansion, & I was clueless about the new rel files, for a time. I want to help prevent my issues from happening with others, as well as save them time. After finally understanding them, I decided to make a rar, full of these rel files, already made, for others. The rel files are easily named, & there is an easy guide for completely new people in with them. I hope I have made some headache or confusion disappear with this pack. Credit is also given in the readme to everyone that helped me get these set up.

Here is the download.
http://www.mediafire.com/?6htiy5ry6jpy88y

Other useful links:
Stage Expansion + Fixed SSS Code
http://allisbrawl.com/forum/topic.aspx?pid=1312951

Module Files Info
http://ssbbcustom.wikia.com/wiki/Module_files
19  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Event Matches - We Can Edit Them Now!!! All-Star mode too! As well as Classic! on: October 02, 2010, 07:07:08 PM
You need a hex editor Tabuu to open the file that controls them, sq_event_data.dat

sq_event_data.dat = MiscData[6] in common2.pac.

Edit it, and replace MiscData[6] in common.pac.
It is ill advised to alter the file size.

Sc_sel_event.pac controls the text and such of the event match menu.

I haven't discovered all of it's floating points yet, but this quote is what we know so far.

This should make it easier to understand.



Red = Player 1 data
Blue = Player 2 data
Yellow = Player 3 data
Green = Player 4 data
Brown = Character ID
Purple = Scaling
Teal = Stage ID
Magenta = Stock Count
Royal Blue = Status
Dark Orange = Starting Damage(All Difficulties)
Pink = Team Flag
White = Color ID
Dark Red = Offense Ratio
Cyan = Defense Ratio
Gold = Game Mode
Dark Olive Green = Game Speed
Sandy Brown = Camera Shake control
Dark Green = Time Limit
Light Green = Timer Visibility?(Timer invisible when at 40000000)
Indigo = Global Offense and Defense Ratio
Light Yellow = Item Frequency

00 = Normal
01 = Metal(Portrait Dark)
02 = Invisible(No Portrait)
03 = Freezes the game.


Rule Format
00 = Time?
01 = Stock Match
02 = Coins


So as of now, we can change characters, music, and scale them.
And now stock count, control status, offense and defense ratios among the characters, and stages.


In a different format:

Code:

Header Size - 0x50

0x08 = Match Type(Value is at 2 for Coin event match)
0x0C = Time Limit
0x10 = Timer Visibility?
0x1B = Item Frequency
0x1F = Stage ID
0x38 = Game Speed
0x3C = Camera Shaking control
0x46 = Music ID
0x49 = Global Offense Ratio(Leave area as FFFFFFFF for normal ratios)
0x4B = Global Defense Ratio(Leave area as FFFFFFFF for normal ratios)

PlayerData Size = 0x38
---------------------------------
0x00  = byte CharacterID
0x01  = byte Status (Normal,Metal,Invisible,BEEP?)
0x04  = float Size(Scaling)
0x08  = Team Flag
0x0C  = ?????(Easy)
0x0F  = Offense Ratio(Easy)
0x11  = Defense Ratio(Easy)
0x14  = Stock count(Easy)
0x18  = Starting Damage(Easy)
0x1B  = ?????(Normal)
0x1D  = Offense Ratio(Normal)
0x1F  = Defense Ratio(Normal)
0x22  = Stock count(Normal)
0x26  = Starting Damage(Normal)
0x28  = ?????(Hard)
0x2B  = Offense Ratio(Hard)
0x2D  = Defense Ratio(Hard)
0x30  = Stock count(Hard)
0x34  = Starting Damage(Hard)



For the sake of reference for whoever wants to try their hand at this, here are the Character IDs and Music Lists.

Music List(Don't use nameless and unused songs!)
26F9 Menu 1
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 ENDING
2707 All-Star Rest Area
2708 Home-Run Contest
2709 Cruel Brawl
270A Boss Battle
270B Trophy Gallery
270C Sticker Album / Album / Chronicle
270D Coin Launcher
270F Stage Builder
2711 BattleField Ver. 2
2712 Target Smash!!
2713 Credits
2714 Ground Theme (Super Mario Bros.)
2715 Underground Theme (Super Mario Bros.)
2716 Underwater Theme (Super Mario Bros.)
2717 Underground Theme (Super Mario Land)
2718 Airship Theme (Super Mario Bros. 3)
2719 Castle / Boss Fortress (Super Mario World / SMB 3)
271A Title / Ending (Super Mario World)
271B Main Theme (New Super Mario Bros.)
271C Luigi's Mansion Theme
271D Gritzy Desert
271E MLRPG02 (Unused)
271F MORINOKINOKO (Unused)
2720 Delfino Plaza
2721 Ricco Harbor
2722 Main Theme (Super Mario 64)
2723 Ground Theme 2 (Super Mario Bros.)
2724 Mario Bros.
2725 Mario Circuit
2726 Luigi Circuit
2727 Waluigi Pinball
2728 Rainbow Road
2729 Jungle Level Ver.2
272A The Map Page / Bonus Level
272B Opening (Donkey Kong)
272C Donkey Kong
272D King K.Rool / Ship Deck 2
272E Bramble Blast
272F Battle for Storm Hill
2730 Jungle Level
2731 25m BGM
2732 DK Jungle 1 Theme (Barrel Blast)
2733 Title (The Legend of Zelda)
2734 Main Theme (The Legend of Zelda)
2735 Great Temple / Temple
2736 The Dark World
2737 Hidden Mountain & Forest
2738 KAZENOSAKANA (Unused)
2739 Tal Tal Heights
273A Hyrule Field Theme
273B Ocarina of Time Medley
273C Song of Storms
273D Molgera Battle
273E Village of the Blue Maiden
273F Gerudo Valley
2740 Termina Field
2741 Dragon Roost Island
2742 The Great Sea
2743 Main Theme (Twilight Princess)
2744 The Hidden Village
2745 Midna's Lament
2746 Main Theme (Metroid)
2747 Norfair
2748 Ending (Metroid)
2749 Vs. Ridley
274A Theme of Samus Aran, Space Warrior
274B Sector 1
274C Opening / Menu (Metroid Prime)
274D Vs. Parasite Queen
274E Vs. Meta Ridley
274F Multiplayer (Metroid Prime 2)
2750 Ending (Yoshi's Story)
2751 Obstacle Course
2752 Yoshi's Island
2753 [censored]IE (Unused)
2754 Flower Field
2755 Wildlands
2756 ATHLETIC2 (Unused)
2757 The Legendary Air Ride Machine
2758 King Dedede's Theme
2759 Boss Theme Medley
275A Butter Building
275B Gourmet Race
275C Meta Knight's Revenge
275D Vs. Marx
275E 0 Battle
275F Forest / Nature Area
2760 Checker Knights
2761 Frozen Hillside
2762 Squeak Squad Theme
2763 Main Theme (Star Fox)
2764 Corneria
2765 Main Theme (Star Fox 64)
2766 Area 6
2767 Star Wolf
2768 COMMAND (Unused)
2769 Space Battleground
276A Break Through the Ice
276B Star Wolf (Star Fox: Assault)
276C Space Armada
276D Area 6 Ver. 2
276E Pokémon Main Theme
276F Pokémon Center
2770 Road to Viridian City (From Pallet Town / Pewter City)
2771 Pokémon Gym / Evolution
2772 Wild Pokémon Battle! (Ruby / Sapphire)
2773 Victory Road
2774 Wild Pokémon Battle! (Diamond / Pearl)
2775 Dialga / Palkia Battle at Spear Pillar!
2776 Team Galactic Battle!
2777 Route 209
2778 Mute City
2779 White Land
277A Fire Field
277B Car Select
277C Dream Chaser
277D Devil's Call in Your Heart
277E Climb Up! And Get The Last Chance!
277F Brain Cleaner
2780 Shotgun Kiss
2781 Planet Colors
2783 Fire Emblem Theme
2784 Shadow Dragon Medley
2785 With Mila's Divine Protection (Celica Map 1)
2787 Preparing to Advance
2788 Winning Road - Roy's Hope
2789 Attack
278A Against the Dark Knight
278B Crimean Army Sortie
278C Power-Hungry Fool
278D Victory Is Near
278E Ike's Theme
278F Snowman
2790 SENTOUONIISAN (Unused)
2791 EIGHTMELODIES (Unused)
2792 SMILEANDTEARS (Unused)
2793 Humoresque of a Little Dog
2794 BECAUSE (Unused)
2795 Porky's Theme
2796 Mother 3 Love Theme
2797 Unfounded Revenge / Smashing Song of Praise
2798 You Call This a Utopia?!
2799 World Map (Pikmin 2)
279A Forest of Hope
279B Environmental Noises
279C Ai no Uta
279D Tane no Uta
279E Main Theme (Pikmin)
279F Stage Clear / Title (Pikmin)
27A0 Ai no Uta (French Version)
27A1 WarioWare, Inc.
27A2 WarioWare, Inc. Medley
27A3 Mona Pizza's Song (Japanese Version)
27A4 Mona Pizza's Song (English Version)
27A5 Mike's Song (Japanese Version)
27A6 Mike's Song (English Version)
27A7 Ashley's Song (Japanese Version)
27A8 Ashley's Song (English Version)
27B3 Title (Animal Crossing)
27B4 Go K.K. Rider!
27B5 2:00 a.m.
27B6 RADIOTAISO (Unused)
27B7 The Roost
27B8 Town Hall and Tom Nook's Store
27B9 K.K. Crusin'
27BA K.K. Western
27BB K.K. Gumbo
27BC Rockin' K.K.
27BD DJ K.K.
27BE K.K. Condor
27BF Underworld
27C0 Title (Kid Icarus)
27C1 Skyworld
27C2 Kid Icarus Original Medley
27C3 Famicom Medley
27C4 Gyromite
27C5 SPORTSMEDLEY (Unused)
27C6 Chill (Dr. Mario)
27C7 Clu Clu Land
27C8 Balloon Trip
27C9 Ice Climber
27CA Shin Onigashima
27CB Title (3D Hot Rally)
27CC Tetris: Type A
27CD Tetris: Type B
27CE Tunnel Scene (X)
27CF Power-Up Music
27D0 Douchuumen (Nazo no Murasamejo)
27D1 WILDTRACKS (Unused)
27D2 PictoChat
27D3 ELECTRO
27D4 Flat Zone 2
27D5 Mario Tennis / Mario Golf
27D6 Lip's Theme (Panel de Pon)
27D7 Marionation Gear
27D8 Title (Big Brain Academy)
27D9 Golden Forest (1080Snowboarding)
27DA Mii Channel
27DB Wii Shop Channel
27DC Battle Scene / Final Boss (Golden Sun)
27DD Shaberu! DS Cooking Navi
27DE Excite Truck
27DF Brain Age: Train Your Brain in Minutes a Day
27E0 Opening Theme (Wii Sports)
27E1 Charge! (Wii Play)
27E2 MAINTHEME (Unused)
27E3 Encounter
27E4 Theme of Tara
27E5 Yell "Dead Cell"
27E6 Snake Eater (Instrumental)
27E7 MGS4 Theme of Love Smash Bros. Brawl Version
27E8 Cavern
27E9 Battle in the Base
27EA BEATMANIA (Unused)
27EB Theme of Solid Snake
27EC Calling to the Night
27ED Credits (Super Smash Bros.)
27EE Menu (Super Smash Bros. Melee)
27EF Opening (Super Smash Bros. Melee)
27F0 HOWTOPLAY (Unused)
27F1 DXTERMINAL (Unused)
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 UCANDO
27F7 Sonic Boom
27F8 Super Sonic Racing
27F9 Open Your Heart
27FA Live & Learn
27FB Sonic Heroes
27FC Right There, Ride On
27FD HIS WORLD (Instrumental)
27FE Seven Rings In Hand
27FF Princess Peach's Castle (Melee)
2800 Rainbow Cruise (Melee)
2801 Jungle Japes (Melee)
2802 Brinstar Depths (Melee)
2803 Yoshi's Island (Melee)
2804 Fountain of Dreams (Melee)
2805 Green Greens (Melee)
2806 Corneria (Melee)
2807 Pokémon Stadium (Melee)
2808 Poké Floats (Melee)
2809 Big Blue (Melee)
280A Mother (Melee)
280B Icicle Mountain (Melee)
280C Flat Zone (Melee)
280D Super Mario Bros. 3 (Melee)
280E Battle Theme (Melee)
280F Fire Emblem (Melee)
2810 Mach Rider (Melee)
2811 Mother 2 (Melee)
2812 Dr. Mario (Melee)
2813 Battlefield (Melee)
2815 Multi-Man Melee 1 (Melee)
2816 Temple (Melee)
2817 Final Destination (Melee)
2818 Kong Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
281F Adventure Map
2820 Step: The Plain
2821 Step: The Cave
2822 Step: Subspace
2823 Boss Battle Song 1
2824 SSE Results (Nameless)
2825 Boss Battle Song 2
2826 Save Point
2827 SSE DK Jungle (Nameless)
2828 SSE Luigi Mansion (Nameless)
2829 Halberd Interior (Nameless)
282A SSE Data Select (Nameless)
282B SSE Brinstar (Nameless)
282C Step: Subspace Ver.2
282D Step: Subspace Ver.3
282E Halberd Moving (Nameless)

Character IDs for dat file
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 Popo
12 Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Metaknight
19 Pit
1A Pikmin & Olimar
1B Lucas
1C Diddy Kong
?? Charizard
?? Charizard (Trainer Independant)
?? Venasaur
?? Venasaur (Trainer Independant)
?? Squirtle
?? Squirtle (Trainer Independant)
23 Dedede
24 Lucario
25 Ike
26 Robot
27 Jigglypuff
28 Toon Link
29 Wolf
2A Snake
2B Sonic
3E None/Choose your Character
64 Pokemon Trainer

Note: Pokemon Trainer and his independent Pokes use different IDs.

3E has two meanings. Either none, or "Choose your Character".

eventStage1Tbl  = Two Trouble Kings
eventStage2Tbl  = Pink Ball Repulsion
eventStage4Tbl  = Cleaning House in Skyworld
eventStage5Tbl  = Become the Champion!
eventStage7Tbl  = Dragoon Strike
eventStage9tbl   = Super Bowser Bros.
eventStage10tbl = All-Star Battle Regulars
eventStage12Tbl = Diddy Kong Panic
eventStage13Tbl = Yoshi's Rainbow
eventStage14Tbl = Go! Triple Finish!
eventStage15Tbl = The Monster beneath the Earth
eventStage17Tbl = Sproutrage of the Flower Pikmin
eventStage19Tbl = Sleeping in the Eggs
eventStage20Tbl = All-Star Battle x 1
eventStage21Tbl = The Hammer of the King
eventStage22Tbl = Super Waterfall Climb
eventStage23Tbl = Landmaster Ignition
eventStage25Tbl = Dark Link Duel
eventStage26Tbl = Power Suit ON!
eventStage27Tbl = Wario Bros.
eventStage28Tbl = Visit to Onett
eventStage29Tbl = Molten Norfair
eventStage32Tbl = Come On, Blue Falcon
eventStage33Tbl = The Aura Is With Me
eventStage34Tbl = Monkeys Unite
eventStage35Tbl = The Slow and Easy Life
eventStage36Tbl = Three-Beast Carnage
eventStage37Tbl = Flower Blooms in the Echoes
eventStage38Tbl = All-Star Semifinal Regulars
eventStage39Tbl = The Ultimate Bodyguard
eventStage40Tbl = The Pirate Airship
eventStage42Tbl = All-Star Battle Melee
eventStage43Tbl = Bird in Darkest Night
eventStage44Tbl = Advent of the Evil King
eventStage45Tbl = Sonic Boom
eventStage46Tbl = High-Tech Special Forces
eventStage47Tbl = The Visitor to Flat Zone
eventStage48Tbl = The Wolf Hunts the Fox
eventStage49Tbl = All-Star Battle x 2
eventStage50Tbl = The Final Battle
eventStage51Tbl = The FINAL Final Battle


eventStage1Tbl_2p     = Two Trouble Kings
eventStage5Tbl_2p     = Master the Pokemon Tag Battle
eventStage8Tbl_2p     = Fastest, Shortest, Sudden Death
eventStage12Tbl_2p   = The DK Tag Calamity
eventStage13Tbl_2p   = The Yoshi Team of 50
eventStage22Tbl_2p   = Unwanted Suitors
eventStage25Tbl_2p   = Battle of the Dark Sides
eventStage27Tbl_2p   = All MINE!
eventStage28Tbl_2p   = Those Who Wait in Onett
eventStage30Tbl_2p   = The R.O.B.'s of Tomorrow
eventStage31Tbl_2p   = The Great Remodeling Battle
eventStage32Tbl_2p   = Come Back, Falcon Flyer!
eventStage36Tbl_2p   = The Dark Guardians
eventStage39Tbl_2p   = Blades of the Quick and Mighty
eventStage40Tbl_2p   = Four Swords Brawl
eventStage41Tbl_2p   = Jigglypuff's Great Comeback
eventStage45Tbl_2p   = Sonic & Mario
eventStage46Tbl_2p   = The New Weapon of Shadow Moses
eventStage48Tbl_2p   = Shadow of Andross
eventStage50Tbl_2p   = The Final Battle for Two
eventStage51Tbl_2p   = The True All-Star Battle



I have an idea for an event match that's inspired by a memtic song.

As of now, let's try to find out what the floating points control.

Everyone else, drop some ideas for event matches.

Seems that the modules control the success and failure conditions for most event matches.
20  Super Smash Bros. Brawl Hacking / Attacks and Animations / EY's I - ALL Projects suspended indefinitely on: July 29, 2010, 12:39:56 AM
<a href="http://youtu.be/hetsLqeyWpE" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/hetsLqeyWpE</a>


Gray Fox is in the OP.

There is no room for all 4 characters' info in the OP so I will update the link to Lyn's post when it is time.

Sora's post is here:
http://www.smashboards.com/showpost.php?p=12942713&postcount=55

Mega Man's post is there.
http://forums.kc-mm.com/index.php?topic=12108.msg395015#msg395015
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17180

Frank Jeager, the Gray Fox, has made his late arrival!

Download

This is Beta 0.5, which updates a lot of things
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=10027

An outdated demonstration Video is right here.
NOTE: Video is of a build in between the alpha and v0.2.
#Invalid YouTube Link#

Gray Fox is a very mobile character. He may not run as fast as Falcon, but he's still fast.


He weighs the same as Yoshi, but falls quickly for a Brawl character. Keep this in mind when you edgeguard.

His jab is similar to his Assist trophy slash, but slightly nerfed from that. In it's current state, it can rack up a lot of damage if you trap your opponent on a wall.


His dash attack has him lunge over a high distance with his sword pointed out.
It's sweet spot is at the tip of the blade.


Gray Fox's utilt functions... differently now.
The animation I made has him slashing the sword....how to explain....
Think Marth's utilt inverted.

Still has the deceptive range.


His forward Smash is a series of 2 connecting powerful hits. It has good KO power, does 25% damage, and decptive range.

The first hit.

and the second hit.

Angling the Fsmash nets you a different attack.
This one is based heavily off of his attack animation from the PSX version of his boss fight.


These first 2 hit link together.

There is a third kick which is stronger and sends you at a lower angle, but it;s hard to land.


His down air is..... different now.
Unwieldy and has a lot of land lag, but it's unique.

The sweetspot will meteor opponents and is indicated by a GFX.
The sourspot will send foes sideways.
It can also make a very deadly anti-tether weapon.


His Back Throw has Gray Fox stabbing his opponent with strong force.

So strong, it forces the victim to drop whatever item they are holding.

The NEW Hunter Slash has no pics yet.......
Check back later.

I made a new animation for his up taunt where he "loses himself".

He'll spaz out hand bang his head on the ground.
His head banging will bury anyone near his head.
This move is slow, but can make for quite the shield breaker against anyone foolish enough to shield all the hits.

This taunt is present in the v0.2 beta.

I added a new attack in V3.
It works similarly like his AT Slash, but not so overpowered.
It's fast, weak, hard to DI out of, and can lead to other aerials or the Hunter Slash.


He can grab items too.
Version 0.3X Fixes the HaveN Bug.
Also I made a new Item Smash action.


V0.4 enables wall jumping.


V0.5 improves the projectile reflections. It works on more attacks now and almost all Sword based moves can reflect. Be sure you are facing the projectile or it won't work.



Some moves are easier to reflect with than others.


His Final Smash is still a WIP. It hasn't been looked at since the alpha release but it still works without glitches.

Character Portraits and such
These are included in the beta release.
Here are previews.


CSP portraits


Alt Pose


Brawl Pose


Stock Heads


Battle Portraits


Character Text


(For PAL spelling)

Character Portraits




Known Glitches..... were apparently fixed when I fixed the hurtboxes.
No moar polygon stretching when he climbs a ladder, get Pikmin latched on, Homing attacked on, C4ed, etc.

To Do List
Change forward B and tweak down B.
Make him Wall Jump
Further improve Graphical effects to better match sword motion.
Make Horizontal Sword swipes reflect projectiles. Still not working despite the defensive collisions.
Tweak Flags so the hit types match the action.

Kirby hat!
Remake Neutral B animations
Fix IDC
New Final Smash

Change list

v0.6

New Up+B - Looks completely different than the old hunter slash

New Item Smash animation - hits in front better than the old one
Slightly refined A attack animations
Fsmash/ Ftilt, Fair, Dair, Up B, Down B, and Dtilt hitbox size and locations are more sensible
Fsmash given slightly more KBG on sword hitboxes
Perfected Sword Glows
Rebuilt Model- meaning:
New bones aren't glitchy
Metal Textures
Sword Rigged, enabling me to make the new Up+B
Smaller file size
Perfected hurtboxes
Kirby Hat!

v0.5
Some big change that improves collisions with stages and such that no one will notice
New Uthrow
New Dthrow
Minor knockback tweaks on certain moves
SFX pack updated
IDC is gone
Neutral B hitbox from MK's Tornado End is gone
Forward B animation and hitboxes slightly altered
New CSPs included
Dtilt, Fsmash, Fsmash Down angled, Ftilt, Ftilt2, Special Nair, Fair, Second part of Bair, Dair, Forward B, Up B, and get up attacks can reflect projectiles now

v0.4
Re-reanimated fair
New Ftilt 1 and Ftilt 2
New Utilt
New Dair
New Up Angled Fsmash
Wall Jump!
KB Based Pain sound effects added
Forward B Given more control over direction
Yet Moar AI Tweaks
Alternate Red Costume Included
Added cool electric sparkles to smash charges, Utaunt, and Entry actions
HURTBOXES FINALLY FIXED
C4 and Homing attack bugs no longer occur.
SSE Attributes now identical to normal attributes

v0.3XX
Fixed Location of heavy items when lifting
Dropping heavy items will no longer stretch the polygons of the item
Bair hitboxes tweaked

v0.3X
New Bair(May change again)
Balance Tweaks to landing lag from aerials
Fixed Item Swings and HaveN Bug fixed
Gray Fox's effects restored meaning:
Sword Glow is much better
Eye Glows now

v0.3
New Aerial A+B (in the air)
Sound Pack included
Armgun Added
New Usmash
New animations for Neutral B
SSE Attributes slightly tweaked
Better recovery AI
v0.2X
ThrowN reference Fixed this means:
- Big shield
- Working pummels
- Throws and Footstools work correctly and do not stretch polygons
- Damage effects such as electricity and aura display correctly and do not stretch GF's polygons
Up B gives extra vertical distance if B button is held after first slash
Hurtboxes (mostly) fixed
Experimental Forward B Added
New back throw
New Crouching animations
New Dtilt
Knockback on Fthrow and Uthrow tweaked.


v0.2
Included portraits and such
Created Up taunt and hitboxes for Up taunt
Change Neutral B to an arm gun shooting a laser a la The Twin Snakes
Added better Sword glows
Tweaked ftilt1 and ftilt 2 hitboxes to link slightly better
Runs slightly faster
2 New Victory Animations
Fixed ledge attack (slow) hitboxes
Fixed Shadow to be sensible
Added electric element to Hunter Slash's second slash hitboxes and hitlag on sweetspot.
Added angled Forward Smashes and forward tilts, each with their own hitboxes and animations.
Change Neutral B from 3 shots to 1.
Minor tweaks to AI to make AI better aware of range.
Added Gray Fox theme from The Twin Snakes brstm and port of Snake's Victory theme made by xxTerminatorxx
21  Help & Tutorials / Help / TGA into TPL or PAC help on: July 08, 2009, 09:53:57 PM
Since STASH doesn't seem to be compatible with Shadow Moses Island, I used SSBBArc to extract the files.
I dragged STGMETALGEAR_00.PAC to get 001.bin and put that into SSBBarc to get 001.bin.out to rename it to 001.pac.

When I run 001.pac through ASH, there are no errors, but the problem is that when I run step 2 create. It keeps creeating 41N_base_01 repeatedly. I tried waiting, but it did this for 5+ hours. SO, I want to hex or insert N_base_01 in the 001.pac myself.

I havve the edited tga and the original tga and tpl.

How do I insert the tga into the tpl or the 001.pac?

I don't mind hexing.
22  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Eternal Yoshi's Island - Updates with Gray Fox, Crystal Caves, and Cloud World on: June 26, 2009, 08:00:36 PM
Updates:
6/1/10 - Yoshi's Island Crystal Caves, Gray Fox, and Yoshi's Island Cloud World
5/0/10 - Recovered
4/11/10 - Semi-Bricked Wii(Cannot test hacks)
3/11/10 - Return with MGS3 Sneaking Suit Snake and Yoshi and Jock Kong.
10/20/09 - On Hiatus until further notice
10/10/09 - Animals Camo Yoshi, Green Ace's Yoshi, and Plaid Vest Pikachu
9/20/09 - Fly Camo Snake
9/5/09 - Solid (Power Suit) Samus
9/2/09 - Captain Snake V1.1
9/1/09 - Captain Snake and Solid Suit Samus
8/29/09 - Tree Bark Snake, Solid Falcon, Solid Ike, and Solid Yoshi
8/17/09 - Alert Ice Climbers
8/9/09 - Snake Camo Snake and Technicolordorf
7/22/09 - Choco Chip Yoshi, Spider Yoshi, and Squares Camo Snake
7/4/09 - On Hiatus until further notice
6/30/09 - Hornet Snake, Cold War Snake, and Black Diddy
6/26/09 - Moved and Toon Snake
6/19/09 - Black Camo Snake and Choco Chip Snake
6/12/09 - Spirit Yoshi, Spider Snake, and Water Camo Snake
5/29/09 - Watermelon and Melon
5/19/09 - SEGA fan Diddy and MGS4 Box
5/9/09 - Spirit Snake
4/30/09 - Konami Fan Diddy


2009(Old) Textures

Okay. This one is my first Texture.

Custom Black and Green Yoshi



I also made this Ice Climbers textures.

Red and Blue Ice Climbers
http://www.mediafire.com/?x3gzgznzniy



Recently, I have been working on this. So one day the Yoshis was really bored and managed to find Big Boss' face paint and camo use in Operation: Snake Eater. All of the Yoshi's put on the camo and face paint and start learning how to sneak around.

Video of 4 of the Camo Yoshis in action:
<a href="http://www.youtube.com/watch?v=4CslT62ruIk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=4CslT62ruIk</a>


Moss Yoshi
http://www.mediafire.com/?gxrj0yvgjwn


Water Yoshi
http://www.mediafire.com/?tnj0yyybvtz


Splitter Yoshi

http://www.mediafire.com/?mnhkyuti2zi


Hornet Yoshi

http://www.mediafire.com/?uzhzd22wkfw


Cold War Yoshi

http://www.mediafire.com/?zibfmumyytw



Fire Yoshi
http://www.mediafire.com/?0njqy0ktdwz


Moss Snake
http://www.mediafire.com/?jwojwyzkj2z


Splitter Snake
http://www.mediafire.com/?tmghzwo1wlt


I made this for my brother so he can see that his Jiglypuff is blue.
Azure Hat Puff
http://www.mediafire.com/?2o3zztomdni


This is a Skyworld Texture based off the final stage in Kid Icarus.
Medusa's Skyworld
http://www.mediafire.com/?zmziwwmw4xg


SMW Blue Yoshi(requested by elef)
http://www.mediafire.com/?yyjzjqyqotj


Spirit Snake
http://www.mediafire.com/?ylz0nnmjdxh


Konami Fan Diddy
http://www.mediafire.com/?iezj3zkldfm


Sega Fan Diddy
http://www.mediafire.com/?zwjnhynljtf



MGS4 Cardboard Box
http://www.mediafire.com/?g4iumtdgexm


Watermelon and Melon
http://www.mediafire.com/?tjfmuim2znz


Spirit Yoshi
http://www.mediafire.com/?nyzmjuyyykj


Spider Snake
http://www.mediafire.com/?zndaza5ngbz


Water Camo Snake
http://www.mediafire.com/?mqm5nldqhzy


Choco Chip Snake
http://www.mediafire.com/?ynmdzmmgijy



Black Camo Snake

http://www.mediafire.com/?zu3zjmedygm


Toon Snake
http://www.mediafire.com/?wvz22jtn4yu



Hornet Snake

http://www.mediafire.com/?innqholml52


Cold War Snake

http://www.mediafire.com/?kxtgdldiiz0



Black Diddy V2

http://www.mediafire.com/?yyq00aznmon


Note: This was a texture I made a while ago but wasn't release because it was made when ASH had mipmap issues with indexed textures. Now it's here.

Choco Chip Yoshi

http://www.mediafire.com/?zggndncmngg


Spider Yoshi
http://www.mediafire.com/?mz1zdikycwm


Squares Camo Snake
http://www.mediafire.com/?zwtzbzhzmmr


Snake Camo Snake
PCS: http://www.mediafire.com/?13jrmymyzzz
PAC: http://www.mediafire.com/?ud3nnggkydo


Technicolordorf
http://www.mediafire.com/?ozgjynhuxzw


I made this to help those who don't understand his textures.
Alert Ice Climbers

http://www.mediafire.com/?l1zeed3zmwm


Tree Bark Snake
http://www.mediafire.com/?yj5mkuyzfez


Solid Falcon
http://www.mediafire.com/?mywounwtynd


Solid Ike

http://www.mediafire.com/?nzv2nmu1z2n


Solid Yoshi

http://www.mediafire.com/?2vlymwoltzm


Solid Suit Samus
http://www.mediafire.com/?jdt2ckovtmw


Captain Snake V1.1
1.0: http://www.mediafire.com/?zqouyzmvzzd
1.1: http://www.mediafire.com/?nmr2jdqmfit

This update fixes the legs.


Solid Samus
http://www.mediafire.com/?jrxiny4ngym


Fly Camo Snake
http://www.mediafire.com/?ajjzlv0kwzz


Plaid Vest Pikachu(Requested by Meatitian)

http://www.mediafire.com/?yizjmkdyzn3


Green Ace's Yoshi(Requested by Green Ace)
http://www.mediafire.com/?1tzi5gef4md


Animals Camo Yoshi

http://www.mediafire.com/?mmyjjcnztjk




MGS3 Sneaking Suit Yoshi

http://www.mediafire.com/?4mzjemdzqzma



MGS3 Sneaking Suit Snake
http://www.mediafire.com/?ul4jmdk0jyd




Jock Kong
http://www.mediafire.com/?ndy2wrfgjdd


Sorry for the lack of pictures.

Stages

Yoshi's Island Crystal Cave
http://www.mediafire.com/?gywjz0kjjyh

Goes over Final Destination.

Yoshi's Island Cloud World
http://www.mediafire.com/?ynqkzmzz5yw

Also goes over Final Destination.

Coming whenever I put up the DL:


Gray Fox
Gray Fox

Okay! Finally He's here.
Frank Jeager, the Gray Fox is Approaching!
I was serious about putting him over Meta Knight.

Alpha Release
http://www.mediafire.com/?wkyijdd5gzh

Gray Fox runs very fast, almost as fast as his AT counterpart.
He weighs the same as Yoshi and also falls quickly for a Brawl character so take care when edgeguarding,
especially when using B+,B-,Project M,etc. codesets where the global gravity may be heavier.

His Jab is his AT slash, but slightly nerfed from that.

His dash attack lunges him forward a great has a sweetspot that does more damage when you hit with the tip.
It can make for a decent DACUS as well.




His Fsmash is a set of 2 strong sword swings with deadly range.




His Upb (Which I will call the Jaeger Slash) behaves similar to Marth's but with a key difference.
There is a second slash that only hits a small range above and/or in front of him that is powerful
and can KO foes that are high at moderate percentages.
Note that the two hits do not link together for balance reasons.



Bye Marth!

The other specials are placeholders and function like MKs. As are the taunts and victory poses.

His Final Smash is a WIP. It'll be more lethal and flashy in a future build.

Colors included
These are simple recolors. I'll do more elegant stuff when I fix all the bugs.
[Color Images]

Known Glitches

His shield is tiny.
When he gets footstooled or throws someone, the foe's polygons get stretched across the screen.
I haven't had this happen when he throws recently since I rebuilt the model as the old one was corrupt.
Although he can grab items, the item appears inside his torso when grabbed, messing up item swings.
Throw the item for the time being.
Sometimes his hurtbox is huge. Not big enough to fit the screen, but big. I haven't had this glitch since
rebiulding the model yesterday, so inform me if it does happen.


To Do List
Change other Specials
Make Graphical effects match sword motion.
Make Horizontal Sword swipes reflect projectiles.
Find out how to make his prioity non transcendent.
Fix mentioned bugs.

FAQ:
How Did you color the Egg?
Yoshi's egg has a palette of 16 colors.
The rumor of his egg having a 1 color pallette is NOT TRUE.

How did you get the Egg to mirror perfectly?
I drew a circle on the Square like this:

Make sure the circle isn't touching edges.

How do you put in the box??

The box texture needs to be put into the common3.pac under number 063.

Did you give her a beard?
NO.

Will you do anymore Captain Falcon on X textures?

Not now.

More on the way.
Pages:  1 [2]