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46  Help & Tutorials / Help / I need two files... on: February 25, 2011, 07:12:59 PM
FitIkeEntry.pac & FitKirbyGameWatch00.pac(KirbyHat)

Please and thank you.
47  Super Smash Bros. Brawl Hacking / General Hacking Discussion / The Clone Engine Progression on: February 24, 2011, 08:06:26 PM
http://www.ustream.tv/channel/strongbad338dude
http://anonym.to/?http://opensa.dantarion.com/wiki/Clone_Engine
Code:
Usage Storage Engine (Dont Wreck My Music) [Dantarion]
060AF160 0000000C
3C808120 3800000B
38840B10 00000000

Usage Storage Engine Data
07200B10 00000018
110E120E 04030F0D
1D1B1F1B 211B1E1B
201B221B 32110000
This code is needed to stop the game from saving usage data into an invalid location. That is what causes My Music to freeze after using Alloys. This code only lets you use independant Pokemon and Roy. I need to v2 it for all the other characters that the other No Wreck My Music Code does.

Roy has Marths IC-Constant [Dantarion]
C2858928 00000003
2C040027 40820008
38800011 1C040038
60000000 00000000
This code is needed to let Roy use Marths IC-Constant data. Without it, Roy would not be able to double jump without freezing the game. It will be needed for other characters as well.

Roy Instance Slot File [Dantarion]
07200A00 00000020
726F792F 46697452
6F792E70 61630000
66745F72 6F792E72
656C0000 00000000

04AD813C 81200A10
04AD7EDC 81200A00
This code has 2 parts.
Part 1 writes "roy/FitRoy.pac" and "ft_roy.rel" to a empty space in memory. Part 2 writes pointers to those two strings in the instance slot positions for ROY

MarioD Character Slot->Roy Instance [Dantarion]
06AD8578 00000010
00000027 FFFFFFFF
FFFFFFFF FFFFFFFF
04455568 13321D10
044557D8 10011332

Universal Walljumping [Dantarion]
C285893C 00000003
2C030024 4082000C
38600001 48000008
7C63002E 00000000

No Walljumping [Dantarion]
C285893C 00000003
2C030024 4082000C
38600000 48000008
7C63002E 00000000

Custom CSS v3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002B
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 23201B5D
5E5C1121 18221226
27285100 00000000
Roy and Mewtwo are bring worked on Tongue
http://anonym.to/?http://opensa.dantarion.com/wiki/Clone_Engine_Example_Codes
http://anonym.to/?http://opensa.dantarion.com/wiki/Patching_Charcter_Modules
Sigh, all ye gentlemen of little faith.





As much as I'd like to dispense with the wit and just release the darn things already, that's not really possible at the moment. You need a remote debugger in order to make them load properly. Rest assured though, that these clones are exact, flawless replicas of their originals.

The problem is not really the fabled "clone engine" - that's child's play - but the actual clones themselves. The modules - the very essence of a character - are what determine whether a moveset has or hasn't been loaded already. That means that even if you were to use multiple .pac files, you would still get only one of the movesets. Thus it is required that the modules themselves be cloned. But there's a catch: modules are very specifically designed to load and manage resources at very specific levels - just copying them isn't enough.

In ordinary cases, the modifications needed in order to make the modules function properly for any character id would be considered relatively simple. In the case of the two clones above, it was only a matter of changing 1 value for each of them at runtime using WiiRD. Even without a USB Gecko, the total sum of changes needed to be made to a module file would be within the range of 10 to 20 lines of ASM code - not a whole lot. However, module files are structured in such a way that even a slight change in the line count would require a massive amount of hex editing. I've spent the last 2 days trying to make a patched module by hand to release along with the pictures, but it was today that I finally realized the sheer scale of the job ahead of me.

If and I when complete the module editor I've been working on, then creating clones will become substantially easier. Once modules can be hacked to work generically for any id, then the rest of the clone engine like adding separate slots to the roster or changing which sound banks are used can all be done with a few simple codes.



Gasp... Wheeze... I barely made it out alive! But I got it... I got it.

Behold! The very first Generic module!

[>>>>>Here<<<<<]

This module will allow you to clone Ike over any character in the roster and - when I finish the actual Engine part of the Clone Engine - clone him into any empty space in the roster.

In order to clone a character you need to put all of their resources (moveset, models, motion and final smash) into the target character's folder named according to the target character's name. Then adjust the generic module to match the character (Read the Change.txt) and rename it to the target character's module name.

If you want to go the extra mile and add sound whenever the host character isn't present, then you can adjust the sound banks to your liking with the following code:

Code:
Sound Bank Modifier:[Phantom Wings]
4A000000 80AD89E0
1400ZZZZ 0000000YY
E0000000 80008000

ZZZZ = XX * 0x04

Characters [XX]:
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Yoshi
05 Kirby
06 Fox
07 Pikachu
08 Luigi
09 Captain Falcon
0A Ness
0B Bowser
0C Peach
0D Zelda
0E Sheik
0F Popo
10 (Nana)
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganondorf
15 Wario
16 Metaknight
17 Pit
18 Zero Suit Samus
19 Olimar
1A Lucas
1B Diddy Kong
1C Pokemon Trainer
1D Charizard
1E Squirtle
1F Ivysaur
20 Dedede
21 Lucario
22 Ike
23 Robot
24 (Pra-mai)
25 Jigglypuff
26 (Mewtwo)
27 (Roy)
28 (Dr. Mario)
29 Toon Link
2A (Toon Zelda)
2B (Toon Sheik)
2C Wolf
2D (Dixie)
2E Snake
2F Sonic
30 Giga Bowser
31 Warioman
32 Red Alloy
33 Blue Alloy
34 Yellow Alloy
35 Green Alloy
36 (Mario D)

Sound Bank Values [YY]:
01 Mario
02 Link
03 Pit
04 Metaknight
05 Dedede
06 Donkey Kong
07 Samus/Zero Suit Samus
08 Yoshi
09 Kirby
0A Fox
0B Pikachu
0C Luigi
0D Captain Falcon
0E Ness
0F Bowser
10 Peach
11 Zelda/Sheik
12 Popo/Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Olimar
19 Lucas
1A Diddy Kong
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Ivysaur
1F Lucario
20 Ike
21 Rob
22 Jigglypuff
23 Toon Link
24 Wolf
25 Snake
26 Sonic
27 Unknown
28 Alloy
29-4B Unknown

And finally, for your convenience and to prove that it works properly, here's a fully equipped clone of Ike Cloud over Mario.

[>>>>>Download<<<<<]

Some things to note:
-As noted above, unless you use the Sound Bank modifier, the clone will not have any unique sounds or voice if the host character is not in the match.

-If both the clone and the original are in the match, only one set of Graphic effects will be used. This is because the graphics are being loaded into a single set of ids that both movesets are calling whenever they create graphic effects. (To fix this, we'd need to further analyze the graphic effect files)

-The .Pac file which is usually considered optional when reskinning an existing character is required if you want to use training or SSE with the clone.

-Replacing the target character's Entry file is optional, but if you don't replace it then the original's entry Articles will still appear.

-All the Cloud outfits in the example file are the same... .




Before I go, please no requests for modules. I haven't mastered the art patching them yet so I need a little more time before I can mass produce them.


"Required values to be changed:
[0x000000] = Target Module Id
[0x01C248] = Target Module Id
[0x014080] = Target Character Id"

------

"1) Open the generic .rel PW posted in a hex editor.

2) Go to the offsets PW indicated in the Change.txt (00000, 1C248, 14080).

3) At offsets 00000 and 1C248 you're going to have to change the module ID of Ike (77) to that of the character you want to port him to. So for example, if you wanted him over Olimar change 77 to 71.

4) At offset 14080, change Ikes Character ID of 22 to that of the character you want him over. So 19 for Olimar.

The module IDs are here, if you missed it: http://anonym.to/?http://opensa.dantarion.com/wiki/Modules. The character IDs are in the Change.txt."
------


Ike over Olimar: http://www.mediafire.com/?iivnm9j3up31grv

Ike over Mr. Game & Watch: http://www.mediafire.com/?r468kcyperfy086


Well Bah, and here I was hoping that the modules handled all of this. >.<

Anyways, it looks like there's a lot more that needs to be changed in order to get everything to line up correctly. From what I can gather using WiiRD, one of those things seems to point to two separate methods between Ike and Rob. Quite frankly, I have absolutely no idea what it is, but changing repointing Rob's method to Ike's allows Ike to go over Rob.

Here's the code

Code:
Rob has Ike's ...Something:
4A000000 80B27AC0
14000000 80914B5C
E0000000 80008000

I'll look into this some more, but it's going to be a while until I have as much free time as I had today.


------

Allowing Ike over Olimar to have 3 jabs(one linear code):
SUCCESS!

This code will change Olimar's IC-s to Ike's-IC, allowing him to use the third jab.
Code:
Olimar has Ike's IC-Constants(Dantarion, variables by Eternal Yoshi)
C2858928 00000003
2C040019 40820008
38800022 1C040038
60000000 00000000

I see that ROB"s IC constants are quite different form Ike's.
I'm gonna try ROB again with Ike's constants.


Lol, so much more complicated than it needs to be if you only wanted the third jab. Tongue

Could have just used a one liner.

Olimar has 3 jabs
Code:
04B0B7BC 00000003


Use your windows calculator and set it to hex mode to get the product of the character ID times 4.

Example:

Code:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000

Good Night.
Use your windows calculator and set it to hex mode to get the product of the character ID times 4.

Example:

Code:
Rob has Ike's Sound Bank
4A000000 80AD89E0
1400008C 00000020
E0000000 80008000

Good Night.

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

Reason for making thread:
Nuke requested it and the other thread was getting cluttered.

Discuss from here on out, I guess.
Sticky?
48  Help & Tutorials / Help / I get this error sometimes when I use 3DS Max...Fix? on: February 12, 2011, 06:07:26 PM

Thanks A LOT if you can help me solve this.
49  Help & Tutorials / Help / Need help exporting...Please. on: February 12, 2011, 02:05:00 PM
I need you to export both of those .max files, please: http://www.mediafire.com/?3ir675npaa587k8
If you do thank you a lot.
I'll credit you for this hack.
50  Help & Tutorials / Help / How do you get rid of the grabbing Olimar/Mario glitch? on: February 11, 2011, 08:29:20 PM
Title.
Thanks if you reply, contributing to to the answer.
51  Help & Tutorials / Help / How much is 3DS Max 8 and where can I purchase it? on: February 10, 2011, 05:27:29 PM
My Free-Trial version recently expired and I am in need to buy one, in order to vertex(I don't want to use DDB or Anim8r).
52  Super Smash Bros. Brawl Hacking / General Hacking Discussion / So longer SFX, huh... on: February 05, 2011, 02:46:48 PM
HackingStar told us that Stickman is going to soon release a new SFX version .exe.
This way we will have twice as longer or possibly longer SFX.
I just thought of this idea when I remembered ds22's Naruto SFX announcer caller. The announcer said Naruto fast because "Ike!" 's SFX is short, of course.

Discuss.
53  Help & Tutorials / Help / What's the best Capture Card I can buy for animation making? on: February 03, 2011, 02:11:12 PM
I just need the name, really.
54  Help & Tutorials / Help / What's the offset in a Hex Editor for hexing off Olimar's nose? on: January 30, 2011, 06:45:30 PM
Tell me the directions, please. Thank you.
55  Help & Tutorials / Help / Can someone help me export this? on: January 29, 2011, 09:18:28 PM
http://www.mediafire.com/?ab86fjx1prcvv62

This'll be my next hack to upload.
I just need the helmet exported, but when I export it a popup saying something about vertexms(I'm too lazy to read what it says, atm. Tongue )
You'll be credited if you do it. Wink
56  Super Smash Bros. Brawl Hacking / Attacks and Animations / O_O Did you see this Ganon?!!!! CLICK NAO! on: January 26, 2011, 04:34:40 PM
It's the best Ganon PSA I've ever played/seen. It's by Nyspa.
Master Ganon: http://space.geocities.jp/nyspafire1992/PSA/psa_space.html
57  Help & Tutorials / Help / Does someone have a FitTLinkResult.pac I can use? on: January 21, 2011, 08:53:22 PM
If you do thank you very much.
58  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / SmashClash's Awesome Hacks: (10/8/11) Spear Bandana Waddle Dee Preview 3 on: January 17, 2011, 05:53:02 PM
Spear Bandana Waddle Dee
Gotenks
Snivy
59  Help & Tutorials / Help / Where's a 3DS Max Tutorial for Merging Vertexes? on: January 17, 2011, 11:14:55 AM
I don't want jokekid's.
60  Help & Tutorials / Help / How do you make a character's hair shiny? on: January 16, 2011, 09:45:52 PM
Title.
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