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Author Topic: SUGOI! Another Clone engine topic :af:  (Read 298746 times)
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Goronguy
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« Reply #135 on: February 02, 2011, 03:36:11 PM »


It's obviously Roy over Ivysaur!
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    « Reply #136 on: February 02, 2011, 04:35:42 PM »


    -_- Comments like that make me facepalm.

    The Roy version that is working still has graphical glitches, but doesn't have the sword in his mouth.

    Still needs work before it becomes public.
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    « Reply #137 on: February 02, 2011, 06:02:44 PM »


    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.

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    « Reply #138 on: February 02, 2011, 06:07:40 PM »


    Phantomwings i heard/seen that name before
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    « Reply #139 on: February 02, 2011, 06:08:00 PM »


    Phantomwings i heard/seen that name before
    Creator of PSA.
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    « Reply #140 on: February 02, 2011, 06:10:06 PM »


    Phantomwings i heard/seen that name before
    Creator of PSA.
    Now i remember and did he create all those codes we use for are games to work
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    ...but nothing happened...

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    « Reply #141 on: February 02, 2011, 06:12:01 PM »


    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.




    He who soars on wings has appeared! And at KC! : O

    There is hope yet.

    Phantomwings i heard/seen that name before
    Creator of PSA.

    Now i remember and did he create all those codes we use for are games to work


    He made the File Patch Code. PSA. CSS Organizer. The Stage Roster Expansion codes.... and more.
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    « Reply #142 on: February 02, 2011, 06:12:56 PM »


    Yup i fully remember him now
    « Last Edit: February 02, 2011, 06:14:10 PM by Sorceress » Logged

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    « Reply #143 on: February 02, 2011, 06:14:32 PM »


    Hmmmmmm, I've never heard of PhantomWings....

    Joking, I love PH!
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    « Reply #144 on: February 02, 2011, 10:16:17 PM »


    Flattery will get you everywhere, but for the time being I'm still not officially on the job. As with Dant's case, life has taken the wheel while hacking has gotten stuck with the back seat.

    I'm aiming to take a little bit of time near the end of the month to try and get back into the swing of things again.
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    « Reply #145 on: February 02, 2011, 10:21:19 PM »


    Flattery will get you everywhere, but for the time being I'm still not officially on the job. As with Dant's case, life has taken the wheel while hacking has gotten stuck with the back seat.

    I'm aiming to take a little bit of time near the end of the month to try and get back into the swing of things again.

    So you made some new codes or not
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    « Reply #146 on: February 02, 2011, 10:26:36 PM »


    I think he pretty much explained everything that's going on, and together with that, he never said he made a code, what'd he made a code for atm, anyways, for this matter, when knowing what's missing for it to work?
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    « Reply #147 on: February 03, 2011, 07:04:08 AM »


    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.



    I was so not expecting this you know...

    There is still hope.  Happy Face
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    « Reply #148 on: February 03, 2011, 12:33:13 PM »


    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.




    I really wait this.
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    « Reply #149 on: February 03, 2011, 12:38:09 PM »


    Flattery will get you everywhere, but for the time being I'm still not officially on the job. As with Dant's case, life has taken the wheel while hacking has gotten stuck with the back seat.

    I'm aiming to take a little bit of time near the end of the month to try and get back into the swing of things again.
    Smiley So you're coming back to rework things?

    If so, hooray. Cheesy
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