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« Reply #240 on: February 24, 2011, 02:43:25 PM » |
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EternalYoshi, did you actually got the soundbank code to work?
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« Reply #241 on: February 24, 2011, 02:44:28 PM » |
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I cannot tell due to the issue of having Cloud over ROB freeze in 3 seconds in to training mode.
Is it because I have to number the costumes the way that the old character had them?
If this was the case, then 1 costume would be missing.....
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« Last Edit: February 24, 2011, 02:46:56 PM by EternalYoshi »
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« Reply #242 on: February 24, 2011, 02:46:05 PM » |
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Did you load a 01 or 06 costume?
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« Reply #243 on: February 24, 2011, 02:47:48 PM » |
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I tried to load a 03 and a 02 costume, both of which ROB have.
Is it because I have to number the costumes the way that the old character had them?
If this was the case, then 1 costume would be missing.....
ROB doesn't have a 01 costume.
I'll make a 06 costume and try again....
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« Last Edit: February 24, 2011, 02:49:14 PM by EternalYoshi »
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« Reply #244 on: February 24, 2011, 02:51:34 PM » |
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Or it is a R.O.B. related issue. But can you at least tell me how you calculated a ZZZZ for the soundbank code and the answer?
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« Reply #245 on: February 24, 2011, 02:53:05 PM » |
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Yeah. It's ROB. Still froze.
You got it to work over Olimar you say??
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« Reply #246 on: February 24, 2011, 02:53:42 PM » |
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Yeah. It's ROB. Still froze.
You got it to work over Olimar you say??
Do you think it will work on Mr. G&W?
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« Reply #247 on: February 24, 2011, 02:55:19 PM » |
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Yeah. It's ROB. Still froze.
You got it to work over Olimar you say??
Indeed I did.
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« Reply #248 on: February 24, 2011, 02:59:20 PM » |
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"Required values to be changed: [0x000000] = Target Module Id [0x01C248] = Target Module Id [0x014080] = Target Character Id"
In .hex? I'm sorry, but I'm know NOTHING of coding. Can someone please tell me what I have to do, step by step?
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« Reply #249 on: February 24, 2011, 03:07:20 PM » |
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Use your hex calculator of the Sound Bank code. Cloud and his SFX are working fine in training mode.
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« Reply #250 on: February 24, 2011, 03:08:48 PM » |
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Use your hex calculator of the Sound Bank code. Cloud and his SFX are working fine in training mode.
NVM, got it to work. My calculator gave me a wrong answer.
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« Reply #251 on: February 24, 2011, 03:12:14 PM » |
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One last thing to note, the character will be forced to conform to the IC constants of the old one. Not a big deal for since most of them(NOT CRAWLING) can be replicated via PSA.
This is why Cloud is only permitted to use 2 jabs by default over Olimar.
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« Reply #252 on: February 24, 2011, 03:18:57 PM » |
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Actually, if you code it well in PSA, he can have a third jab. Cloud Kong uses such coding.
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« Reply #253 on: February 24, 2011, 03:22:44 PM » |
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"Required values to be changed: [0x000000] = Target Module Id [0x01C248] = Target Module Id [0x014080] = Target Character Id"
In .hex? I'm sorry, but I'm know NOTHING of coding. Can someone please tell me what I have to do, step by step?
1) Open the generic .rel PW posted in a hex editor.
2) Go to the offsets PW indicated in the Change.txt (00000, 1C248, 14080).
3) At offsets 00000 and 1C248 you're going to have to change the module ID of Ike (77) to that of the character you want to port him to. So for example, if you wanted him over Olimar change 77 to 71.
4) At offset 14080, change Ikes Character ID of 22 to that of the character you want him over. So 19 for Olimar.
The module IDs are here, if you missed it: http://anonym.to/?http://opensa.dantarion.com/wiki/Modules. The character IDs are in the Change.txt.
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« Reply #254 on: February 24, 2011, 03:29:29 PM » |
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I came. to this thread.
And now we can port characters to other characters. We've come a long way...
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« Last Edit: February 25, 2011, 03:00:28 PM by JDub »
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