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Author Topic: SUGOI! Another Clone engine topic :af:  (Read 298743 times)
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The Corrupted
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    « Reply #210 on: February 16, 2011, 12:16:34 PM »


    The point is, replacing the Fighting Alloy Team will probably never be possible.
    And if you would replace them, you would indeed mess up Multi Man Brawl.
    « Last Edit: February 16, 2011, 12:17:33 PM by ds22 » Logged

    Oshtoby
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    « Reply #211 on: February 16, 2011, 12:21:00 PM »


    What if we replaced all the Alloys with different costumes (as well as a copied fighter .PAC) of the same new character? That way we'd at least get ONE new character.
    But wouldnt just be even more work?
    How so? It would be more space on your SD card, yes, but not more work. You'd only have to patch ONE module file. You would just have to copy the fighter .PAC for each of the 4 costume slots. You wouldn't have to patch the fighter .PACs. Only the module.

    @ds22: I am going to try it tonight, when I get home from work. I don't think anyone will/should have faith in me, but I will try, none the less. Gives me something to do. I mean, there has to be a way. I refuse to believe that anything is not possible. There is a difference between probable and possible.
    « Last Edit: February 16, 2011, 12:27:09 PM by Oshtoby » Logged

    DMN666
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    Meh

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    « Reply #212 on: February 16, 2011, 12:23:27 PM »


    The point is, replacing the Fighting Alloy Team will probably never be possible.
    And if you would replace them, you would indeed mess up Multi Man Brawl.
    ^I was thinking the same thing.
    But i dont play that mode either way >_>

    @Oshtoby:Go for it man Tongue
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    Ultraxwing
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    « Reply #213 on: February 16, 2011, 12:29:12 PM »


    It would be nice.

    either way. now once Phantomwing's releases the character module patcher. then well, i think making tons of Marth or ike PSA'S will no longer matter.
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    « Reply #214 on: February 16, 2011, 12:40:20 PM »


    but, will module patching also solve the sfx/gfx problem?
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    « Reply #215 on: February 16, 2011, 12:43:28 PM »


    Just tried out a patched Ike module over the red Alloy.
    Didn't work.

    @Jokekid
    No, it will not.
    A code to change the soundbank is required to fix that.
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    « Reply #216 on: February 16, 2011, 12:57:13 PM »


    oh well. it's better to have Naruto or Sasuke, not to say what they say. thougy my NTSU copy of Brawl is in Japanese sounds, really doesn't make Naruto sound so ghey.

    i'll just wait and anticipate for brawl module replacments.
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    « Reply #217 on: February 16, 2011, 01:02:54 PM »


    but, will module patching also solve the sfx/gfx problem?
    Sound effects? I don't think it would, as we would still need a new SFX bank for the character to point to. Maybe we could use a code, or something to ADD more soundbanks, but other than that, I can't see
    Just tried out a patched Ike module over the red Alloy.
    Didn't work.

    @Jokekid
    No, it will not.
    A code to change the soundbank is required to fix that.
    Well, Ike has articles (I.E: his up-B sword). I wouldn't think he'd work. I would try Jigglypuff/Marth. I'll see later tonight.
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    « Reply #218 on: February 16, 2011, 01:05:42 PM »


    As long as the original template (Ike in this case) is on the field as well, it doesn't matter if the clone has articles or not.
    It should work in those conditions. (as seen here:
    <a href="http://www.youtube.com/watch?v=UP1AszZGiT0" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=UP1AszZGiT0</a>
    )
    If it doesn't, it means it isn't replaceable.
    « Last Edit: February 16, 2011, 01:06:57 PM by ds22 » Logged

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    « Reply #219 on: February 16, 2011, 01:13:46 PM »


    Yeah i figured that much out.

    so yeah, just wait for the module patch. then we can hope for an official Clone engine in the future after this.
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    « Reply #220 on: February 16, 2011, 01:46:02 PM »


    As long as the original template (Ike in this case) is on the field as well, it doesn't matter if the clone has articles or not.
    It should work in those conditions. (as seen here: http://www.youtube.com/watch?v=UP1AszZGiT0 )
    If it doesn't, it means it isn't replaceable.

    Ah, I see. Alright then. Point dismissed.
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    « Reply #221 on: February 16, 2011, 01:55:58 PM »


    about gfx and sfx, just like when regular porting, without module files, the original needs to be in battle in order to load the correct sfx and gfx files, right?
    but that should be easy to fix trhough codes, just like the music replacement for hannenbow... ^^
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    « Reply #222 on: February 16, 2011, 02:14:00 PM »


    In theory i guess.
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    « Reply #223 on: February 17, 2011, 04:33:15 AM »


    Generally GFX are loaded just fine, no patching needed (most likely for both external graphics and swordglow).
    SFX are loaded from soundbanks, which needs additional coding to get it loaded properly.
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    « Reply #224 on: February 20, 2011, 08:30:29 PM »


    So is the fact that you can only use a clone with a different moveset when the original character is on screen caused by articles on the replacement character? Sorry if that's been answered already; I read through the thread and I wasn't totally clear on that.

    Also, what're the chances of this working with Brawl +/-?
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