I know it's been 12 years now that nobody has made a new post here, but I have 4 textures (2 fighters and 2 stages) from DasDonkey Team.
ROB • E by Akari_Un: https://www.mediafire.com/file/an79wskm2i850j3/DasDonkey_%255BROB_%25E2%2580%25A2_E_by_Akari_Un%255D_FitRobot00.pcs/file
Captain America by wii: https://www.mediafire.com/file/79c4uuje1zzjoe3/%255BCaptain_America_by_wii%255D_FitSnake00.pcs/file
Lost Woods by Johnlcb: https://www.mediafire.com/file/41av5990exy5210/DasDonkey_%255BLost_Woods_by_Johnlcb%255D_STGDXGREENS.pac/file
Otherworld Battlefield by Akari_Un: https://www.mediafire.com/file/0ickko0ci4om1iv/DasDonkey+[Otherworld+Battlefield]+STGBATTLEFIELD.pac/file
Does any of you still have some of DasDonkey Team's textures like "Sheikah Toon Link", "Iron Man Samus", "Military Fox", etc? These textures's download links are all dead.
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Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Re: DasDonkey Team's Hacks Revived!
on: November 25, 2025, 04:05:32 PM
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| Started by Dragon Ryuu - Last post by NightBlade15 | ||
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Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide
on: July 04, 2025, 07:21:11 PM
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| Started by KingJigglypuff - Last post by KingJigglypuff | ||
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I will preface by apologizing for necroposting, but this is the only thread I can find where this question is appropriate. Do these instructions work for PMEX Remix? I tried adding on multiple costumes for ZSS and when I tried to test it, not all of the costumes I had added were available on the character select screen, and when I entered a match to test the ones that did appear, it froze immediately. Then I happened on this thread. Unfortunately, due to the limitations of the 242 Extension for BrawlEx, 50 CC is incompatible with PMEX REMIX.I tried to follow the instructions as closely as possible, but between sc_selcharacter.pac, infor.pac, stgresult.pac, and StockFaceTex.brres, only sc_selcharacter.pac gives me the option to convert to expanded 50-stock system when I right click the stock texture in BrawlCrate. None of the codes the first post tells me to replace are in the codes on my PMEX Remix build, so i just added them to the text file underneath all the codes that were there. I made sure to turn both of the unknowns under costume count to true, I added the extra costumes textures, both pac and pcs, added the CSPs and BPs for each, (ZSS' BPs are now in a folder called Temp so I added them there, even moved them each so they would be in order by FileIndex) but when I actually test it, it crashes on the Character Select screen. Hopefully this will help with a solution, and will help others trying to add 50 costumes to Remix. Thanks. However, this was fixed with REX (the successor to PMEX REMIX). Though it's currently unreleased, but is expected to release soon. |
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Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide
on: February 12, 2025, 02:04:10 PM
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| Started by KingJigglypuff - Last post by KibblezanBitz | ||
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I will preface by apologizing for necroposting, but this is the only thread I can find where this question is appropriate. Do these instructions work for PMEX Remix? I tried adding on multiple costumes for ZSS and when I tried to test it, not all of the costumes I had added were available on the character select screen, and when I entered a match to test the ones that did appear, it froze immediately. Then I happened on this thread.
I tried to follow the instructions as closely as possible, but between sc_selcharacter.pac, infor.pac, stgresult.pac, and StockFaceTex.brres, only sc_selcharacter.pac gives me the option to convert to expanded 50-stock system when I right click the stock texture in BrawlCrate. None of the codes the first post tells me to replace are in the codes on my PMEX Remix build, so i just added them to the text file underneath all the codes that were there. I made sure to turn both of the unknowns under costume count to true, I added the extra costumes textures, both pac and pcs, added the CSPs and BPs for each, (ZSS' BPs are now in a folder called Temp so I added them there, even moved them each so they would be in order by FileIndex) but when I actually test it, it crashes on the Character Select screen. Hopefully this will help with a solution, and will help others trying to add 50 costumes to Remix. Thanks. |
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Super Smash Bros. Brawl Hacking / Model Imports / Re: StupidMarioFan1's Stupendous Imports: Not as Active as I Used to Be
on: January 30, 2025, 07:31:25 PM
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| Started by StupidMarioFan1 - Last post by StupidMarioFan1 | ||
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After over a year, Daisy has been updated with 5 new Outfits, some improved animations and finally utilizing ItemEx for the Down Special (P+Ex version)
Daisy as a Peach Clone v3: ![]() http://forums.kc-mm.com/Gallery/BrawlView.php?Number=221808 Link to the 30+ Minute Release Video which goes over everything: https://www.youtube.com/watch?v=X_7I2ATNR_o Awesome job. By the way are we allowed to make edits of Daisy? Yes, everyone is free to make edits to Daisy. I just ask that I get Credit, if possible maybe even include the "Credits for Daisy.txt" as I went into detail about my sources and other models/mods that I edited for Daisy. |
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6
on: January 10, 2025, 04:44:31 AM
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| Started by somen00b - Last post by Johnknight1 | ||
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Hoping the Vault becomes active again.
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7
on: January 05, 2025, 03:42:45 AM
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| Started by somen00b - Last post by Lelouch | ||
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It seems like it's down again.
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Help & Tutorials / A/A Tutorials / How to add a damage multiplier for the added counter defensive collision
on: December 31, 2024, 10:46:39 AM
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| Started by Mathematic_Fanatic - Last post by Mathematic_Fanatic | ||
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This is an extension for the added counter defensive collision tutorial: https://forums.kc-mm.com/index.php?topic=44101.405
UPDATE (2/16/2025 at 3:18AM): I figured out how to module edit on my own, so I'm going to post a current video about that in the bottom of the tutorial. There are two variables (RA-Float[4] and RA-Float[5]), but one is more important. RA-Float[5] is where the character is facing. lol. By the way, RA variables at low numbers are the true RA variables since they do different things depending on an action. Anyway, let's get started. 1. What I like to do is set up a variable for RA-Float[4] on the ending of an Action (usually Action 115). Like this: (Any variable will do as long as it's a float) ![]() 1A. RA-Float[4] can be a bit wonky, so it's a good thing to secure it by finding your character's RA-Float[0] with this address "8128B2C4" (Damage defense for P1). Use the debugger to find it: ![]() (Copy the address marked on yellow) ![]() 1B. Simply use a programmer's calculator to find your variable like this: (8128B2C4 - [RA-Float[0] addr])/4 Mine is this: (8128B2C4 - 812614D0)/4 = A77D which is 42877 (Dec) (Yours is more likely going be different) 1C: Multiply the variable you set with the damage defense variable to prevent complications. 2: Now the rest will be really easy. Just multiply it to whatever number you want. (I'm doing 1.125) Also, having the upper and lower bound damage is no challenge either. (Optional, but highly recommended) ![]() 3.Lastly, just add the variable you set into an offensive collision in the counter hit subaction (ground/air), and you are done. ![]() This is how it should turn out: https://youtu.be/PRutU6Mm8B4 |
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Super Smash Bros. Brawl Hacking / General Hacking Discussion / Re: anyone has a backup of alex climax mods? what happened to them?
on: November 28, 2024, 05:53:15 AM
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| Started by frankcroc - Last post by kfcworld | ||
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I think it's a shame too, it looked cool
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10
on: October 25, 2024, 04:44:04 PM
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| Started by somen00b - Last post by BraveDragonWolf | ||
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So, the vault has been online for at least a little over a week now. (I haven't been counting but, when I want to come here, the vault is always up and running.)
So...it's kind of a good sign? |
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