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76  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX Public Beta, Updates Every Friday! on: November 22, 2013, 08:02:22 PM
So, this week's update was actually pretty big considering. Not only are there the tried and true balance tweaks throughout a large portion of the cast, but Samus has been completely redone, and we've customized a few stages as well. Check it out people.
77  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX Public Beta, Updates Every Friday! on: November 10, 2013, 02:25:23 PM
Mario goes into a T-pose sometimes after doing the slide attack. Jussayin'... >_>


Sounds like a motionetc problem. Sorry my response was so delayed. Not at home and I don't gave Internet for awhile.
78  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX Public Beta, Updates Every Friday! on: November 10, 2013, 10:57:42 AM
Do you guys have a site? Or a tumblr for that matter?


We actually do have both. Although last I checked our site hasn't seen much use if any so we use Smashmods for now. Our tumblr however, is kept updated regularly.

http://brawlminus.tumblr.com/
79  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Classic Exp. Pack 5.5 (Brawl) and 5.5m r2 (P:M) on: November 06, 2013, 10:49:30 AM
Ernie, is there any chance you would release a version of the CEP that allows the added stages to be selected when choosing random? Brawl Minus is thinking about implementing it but if we can't get it working with random selection then it isn't gonna happen.
80  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX Public Beta, Updates Every Friday! on: November 03, 2013, 08:29:57 PM
I didn't mean look up. I've seen the origin of them.
Mario goes into a T-pose sometimes after doing the slide attack. Jussayin'... >_>

And it'd be cool for Ivysaur to have some kind of Solar Beam attack (different from Project M, of course.)

As for the Ivysaur thing, we're looking at Fury Cutter. only in the air though.
81  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX Public Beta, Updates Every Friday! on: November 02, 2013, 10:09:52 PM
I dunno. I did look them up and see that they weren't P:M specific but I dunno. I should see what's up huh?


Gonna update the OP a bit.
82  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX Public Beta, Updates Every Friday! on: November 01, 2013, 01:14:09 PM
Cider... I'm done. That should by all means say coders... Fixing that.
83  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX Public Beta, Updates Every Friday! on: October 28, 2013, 05:21:19 AM
Okay so our most recent update has seen a lot of aesthetic changes. Sonic has gotten some new animations that I made based on Sonic Colors. ( I'll be adding a few more down the road ) Toon Link now has his Mirror Shield and Magical Arrows, Falco has been maximized, though currently he seems to suck because none of our ciders actually play as Falco and it's hard for us determine what he needs. There have been a few fixes applied such as Ike's Fsmash hitting when tilted.

We won't be keeping the sprited CSS much longer as they belong to P:M. Funny that I didn't know. Soon we'll be working on more stages and we are planning on adding a certain new level that I won't reveal until I know progress is going well.
84  Super Smash Bros. Brawl Hacking / Programming / Re: [Official] Brawlbox Development: v0.69b in progress - bugfix party! on: October 22, 2013, 07:27:44 PM
Not gonna read through 1000 pages. What's with the new Clean function though? Even after removing like 30,000 redundant keyframes it causes no drops in file size.
85  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX Public Beta, Updates Every Friday! on: October 13, 2013, 05:37:02 AM
Our most recent release impressed even me. Funny that I didn't expect what was in there but ahem. We have an entirely new SD setup which removes the use of a Private folder entirely. This lets you change the characters and all that good stuff so much faster. Not only that, but we see the return of our CSS and SSS, New completely awesome sprited CSPs and BPs, and a few rebalanced stages. Be sure to check it out everyone. You can't apply this one in a patch though, so save everything you want to keep elsewhere and get to downloading!
86  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" Series Project Thread (MAJOR UPDATES!!) on: October 12, 2013, 04:45:41 PM
I find the name "Toon" Link incredibly silly. Young Link just makes sense. And...

Young Link's Jab, Side Tilt, Dash Attack, Down Tilt, WIP Down Smash, UAir, (and eventually all of his specials) are from classic or otherwise non-Toon games. That's 10 things... plus the Roc's Feather jump I haven't added but that's a tiny detail.
But only his Forward Smash, WIP Up Tilt, WIP Up Smash, NAir, FAir, and maybe BAir and DAir can be considered Toon attacks. (DAir because it appeared in Minish Cap which is a Toon game)

It's REAL close, but classic Link shines through in this hack just a tad more. AND, while it makes sense to describe all of these attacks as "Young Link" attacks, you wouldn't be able to call all of these "Toon Link" attacks because they aren't. I really hate the name Toon Link, haha.

I could argue that every classic attack aside of his thrust was remade in Toon styled games such as MC or FSA. I probably shouldn't though.
87  Super Smash Bros. Brawl Hacking / Project Concepts / Re: "True" Series Project Thread (MAJOR UPDATES!!) on: October 11, 2013, 04:42:27 PM
That Young Link should be called Toon Link. He doesn't take a single move from non Sprite or Toon Link. Young Link would be considered the N64 era and the gbc games. I guess Alttp could count? but this TL takes pretty much moves from WW onward.
88  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: My PSA Projects: Naruto & Sasuke released on: October 02, 2013, 11:08:15 AM
Spent 1 hours working on Sasuke so I'll be sending him your way Jrush. Also, I'm typing this here so I'll be subscribed to your thread.
89  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX Public Beta, Updates Every Friday! on: September 27, 2013, 12:26:15 PM
actually the thing is we do. we have raw data from each PM + we ahve codes that we know(hitlag/stun/etc) with each update it makes it fairly easy to decypher which codes are newer  by comparing fragments to the newer ones. there are generally only a few new ones at a time. (IE clone engin, character codes, TM, etc) the others have stayed fairly constant. and if you think this is bad the PS3 hacking scene is AWFUL.  you get people who purosefully make files to brick them, people who charge for there software. everything is pretty closed off and there is little to no knoledge sharing.. i'm sure its why they havent been able to crack 3.55+ firmware. all that aside we've been able to rip out several codes from PM like there aidodge system/reflect on powershield/etc. i always hated the PM secrecy they keep. tho i still try to be curdious and not spill things they dont want out to the public. one of the very first beta's of the game was leaked. had a ton of codes in it. i remember them throwing a hissy fit about it lol. or when they had someone readd all the characters to 2.5b xD they had the creator remove it off brawlvault. by comparing the changes from files like that and the changes between updates it makes it pretty easy to crack.

I'm not saying we couldn't crack the codes, I'm just saying that in doing so we'd probably get kicked off of SmashMods or something petty and awful like that. Also, new update coming soon. Most majorly changed characters include Ike and Ice Climbers but there are lots of others who had small tweaks here and there including some special things with Mario and Luigi. I'll update the OP soon.
90  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: Brawl Minus MAX First Public Beta on: September 26, 2013, 10:58:27 PM
ah wich codes if you don't mind me asking, just curious. i noticed the code list seems a bit shorter now. could also be that i just don't remember what i added to the old one xD. worst part of a hard crash is that i lost all my progress on the codes i added. i have the GCT thankfully and most of my models backed up. just gonna have to find out what codes i added. off the top of my head i know i use the PM air dodge, higher lvl CPU, reflect on powershield with no buffering, no ZSS armor pieces, samus/ZSS don't switch, cBliss, Mr.MW's file patch, several CSS/SSS edits. i can't remember what else i added, i know there is more. we also plan on adding turbo mode when we get the chance but making it a more universal change. just need to wait on PM 3.0

Knowing PM I doubt they'll let their turbo codes be available to the public unless you have someone who can decipher it. (I mean, when we politely asked if we could use their clone engine we were shut down. There's no such thing as friendly competition anymore if you'll do anything to stay on top.)

But we have a lot of experimental codes. I'm not sure what they do myself or really even what they are. We have been experimenting with CSS things and whatnot though.
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