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Author Topic: EY's I - ALL Projects suspended indefinitely  (Read 354023 times)
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JOEYSX5
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    « Reply #315 on: February 22, 2011, 05:54:02 PM »


    By the way, EVA still isn't working. I'm getting Exception DSI occur messages when trying to load the game. I think all my glitches are from all the way my Snake textures are arranged. I have no time to fix this because of work and school...

    I need to fix the MGS pack glitches.

    Eternal, shortly after you told me to fix the Palette issue on EVA, I put it in game and tested it. Still had glitchy colors. After trying to fix the PCS file, the Exception DSI occured message occured as I said before. Any reasons why? 
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    Eternal Yoshi
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    « Reply #316 on: February 22, 2011, 05:58:20 PM »


    Exception DSI messages are because of byte count errors from codes such as the custom SSS, custom CSS, ASL, and so on.

    Errors with textures/vertexes/models cannot cause exception messages.

    Now about the REFT editor....
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    xZedkiel
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    « Reply #317 on: February 22, 2011, 06:39:40 PM »


    Exception DSI messages are because of byte count errors from codes such as the custom SSS, custom CSS, ASL, and so on.

    Errors with textures/vertexes/models cannot cause exception messages.

    Now about the REFT editor....
    This makes so mush sense! every time I try to use the Alternate Stage Loader code, it gives me that error lol. That clears it up, thank you! ^_^
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    Eternal Yoshi
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    « Reply #318 on: February 22, 2011, 06:40:59 PM »


    ASL works fine. But if you miscount the bytes in the stage data, it will give you an exception message.
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    « Reply #319 on: February 22, 2011, 07:00:59 PM »


    ? Explain please? lol
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    Eternal Yoshi
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    « Reply #320 on: February 22, 2011, 07:30:21 PM »


    If your math is wrong when filling in the variables of certain codes, the game will freeze.
    For ASL, you must add the stage data line count right or else the game will freeze.



    BTW, I got the GFX for the fully charged mega buster, but it's not the color I wanted.
    This was done by editing MiscData[1] with TSG's program.

    Anyway, more pics.





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    « Reply #321 on: February 22, 2011, 07:45:12 PM »


    It still looks nice that color. And I used to use the code before, it just suddenly stopped working.
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    Link1213
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    « Reply #322 on: February 22, 2011, 09:59:19 PM »









    made some recolors for megaman. It looks good so far. keep up the good work.
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    ItalianStallion
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    « Reply #323 on: February 23, 2011, 12:32:02 AM »


    Alright now it's starting to catch my attention, very nice EternalYoshi.

    You even did the animation where he kicks both legs up. Isn't that from Marvel vs Capcom?

    Also, what stage is that? I see what you did there ...
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    Eternal Yoshi
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    « Reply #324 on: February 23, 2011, 08:07:51 AM »


    It's a simple port from Castlevania Judgement's Castle front area.
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    Naruto200Man
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    « Reply #325 on: February 23, 2011, 09:08:46 AM »


    Hey Yoshi, can you tell me how to replicate CF's Side Special, how he grabs opponents and attacks them at the end?

    I know part of it is a catch colission but is there anything else I should do? (like If Hitbox connects etc?)
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    Eternal Yoshi
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    « Reply #326 on: February 23, 2011, 09:47:55 AM »


    OK. You gotta use a Special Offensive collision.
    Gimme a moment to pull it up.....

    OK.

    Asynchronous Timer = Whatever you want
    Special Offensive Collision
    Special Offensive Collision
    Set Loop: ??? Times
    If: 3D Hitbox has connected
         Change Subaction: Connected subaction, pass frame = false
         End If
         Asynchronous timer = Whatever
    Execute Loop
    Asynchronous Timer = Whatever
    Terminate Collisions
    « Last Edit: February 23, 2011, 09:52:28 AM by EternalYoshi » Logged


    Naruto200Man
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    « Reply #327 on: February 23, 2011, 12:08:01 PM »


    Tankies ^+^

    I really want to make a crazy character for this one, so a forward-moving side B go into the back throw would really twist things up.

    How do I use special offensive collisions exactly other than that? Every time I try to use one the hitbox doesn't connect at all. :l
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    Eternal Yoshi
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    « Reply #328 on: February 23, 2011, 12:13:29 PM »


    You need to make the size big enough to determine the range. The SOC should be in the lunge subaction.

    The first part as the SOC determines the range of the"grab".

    The seccond part should have the hitboxes.

    In the meantime I have more actions and subactions than I though I had.
    I need an Idea for the Final Smash.

    So do you guys have any?
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    Naruto200Man
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    « Reply #329 on: February 23, 2011, 12:19:51 PM »


    How about a copy ability?
    Like you give him a sorta Kirby-hat thing and he uses a weakened version of (some) final smashes?

    So a SOC is mainly for grabs? But I've seen it in stuff like fox's side B and Peaches Down Smash :l hmm...odd..
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