I know that, but how do i use the codes? Theres no place to imput them on the Gecko Menu. Do i have to make it a certain file type and put it on the sd card in a certain place?
Sorry if this is in the wrong section. I was wondering if there is any way to use Gecko Codes without using the Homebrew channel. I mean like putting them on the sd card and using them through the Stack Smash method. Iv looked around but everything talks about applying them with the channel. My wii isnt hacked for it and i would really like to know if there is another way.
I'll send it to you once I port it over Ike, which will be tomorrow (most likely). In the meantime, just download the actual Jeff model found here.
Is that supposed to be Layton? Because I checked the textures and it was Jeff.
thats just Jeffs model. I can get a better idea of how its going to look when animating using Jeff's model than i can with Ike's. Hes supposed to be working on porting it right now. Which shouldnt have taken this long D: Its pretty simple imo.
yeah, sorry about jumping to conclusion like that. After bumping the topic back to page 1 three times i started to worry.
i took a small break from this project also, and made a Ridley PSA moveset for StarWaffle's texture. Its almost done and if i cant finish the psa work myself i might have to make a thread here for it.
Not sure if you were aware of this or even meant for it to be in there, but on the v2DarkSamus, the DownB seems to have a frame that KO's around 5-10%. It seems to activate when the white waves first appear if the opponent falls into the animation from above or at an angle. Was it meant to do that?
Coincidentally, I started on a Link - Isaac texture a few days ago. I'v already finished the texture and I'm playing around with some animations and psa work. I'l see if theres anything in your v2IkeIsaac's Motion/psa file that I can salvage if you don't mind.
i know that. i just thought it was weird that it stretched it perfect like that lol.
I know, but its awful tedious to rotate it on every frame. i was wondering if anyone had came up with a better fix for it yet. I mean there are thousands of sonic vertexes and moveset changes, so somebody must have found an easier way.
And have you came up with his B attacks yet? He really should have a stun/confuse move first and foremost.
********EDIT******* So far, iv made/found his AttackDash AttackLw3 AttackS4S AttackAirF AttackAirHi AttackAirLw AttackAirN
They all have Jeff's normal proportions instead of stretched proportions and im currently working on fixing the first and last frames of them. You said you already chose Snake's Wait1, so ill use it. I havent fixed the arm rotation on all of them yet, because every time iv tried it i make it about 20 frames in and something goes horribly wrong D: I dont know what the problem so ill leave that off for you to do when i upload my fitikemotionetc.pac
What all animations have you made so far? It would help if we keep up to date with who has done what to cut down on the redundancy.
i recommend you play them all lol. they are by far one of the best game series out right now. iv played and finished the first 3 games, played a little bit of the prequel and watched the movie. The whole series is amazing. thats why i just had to help with this. either way hes pretty much guarenteed in ssb4 anyway.
*EDIT* lol Ike's running, walking and jumping animations look perfect with Jeff's model, it even stretches him to the correct height. Have you looked for a way to fix the arm twisting problem though?
k. Any of the animations that you would specifically want me to make?
also, could you send me the texture.pcs or just the model or whatever you have at this point? just pm it to me if you dont want others to have it yet. its kind of hard to guess how things would work without seeing it in action.