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Author Topic: Haloedhero's Projects: Finally on the Project: M Team  (Read 236922 times)
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HaloedHero
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    « Reply #615 on: September 20, 2011, 06:50:03 PM »


    In working on my new project, I learned fighter.pac injection and wrote my own code. Here it is:

    Footstool during special fall. [By me, haloedhero. Thanks to Shanus for his guide.]
    4A000000 93000000
    1658A000 00000030
    00000000 00000026
    00000000 00000010
    00000002 9358A018
    04000100 9358A000
    020A0100 9358A008
    00080000 00000000
    06FC1B88 00000008
    00070100 9358A010

    If it wasn't self explanatory, this allows you to footstool during special fall. The primary purpose is to footstool an opponent if they hedgehog you and you're already in special fall.

    The purpose of this is to make edge hogging harder. It works on all characters except Rob, as far as I can tell, because of how his up special works. He needs it manually installed.
    « Last Edit: September 20, 2011, 07:00:01 PM by deadsavior » Logged



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    « Reply #616 on: September 21, 2011, 12:28:27 AM »


    sounds like an interesting project i'll be sure to watch for updates Tongue
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    also your using a mac? there's a program called bootcamp that allows you to run windows on your mac. a few of my friends i know use it. it can be rather pricey. just thought i'd throw that out there. idk if it has a trial or not tho.
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    « Reply #617 on: September 21, 2011, 08:53:38 AM »


    Yeah, I had bootcamp running at one point, but I didn't have a full copy of windows. No big deal, I could've just reinstalled the trial version I was using every 30 days, but I can't seem to find the install disc anymore.

    There are other factors preventing me from going full steam on hacking right now, so getting windows isn't a huge priority for me. Thanks anyway.
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    « Reply #618 on: October 19, 2011, 12:03:49 PM »


    I'm not back up and running yet, but if I ever do get back to hacking, my next project is Sparkster from Rocket Knight Adventures. (Anyone who doesn't know who that is, I HIGHLY recommend you check out the Sega Genesis game Rocket Knight Adventures. The sequels have been OK, but the first game is a personal favorite of mine.)

    MOVESET IDEAS:

    Specials:

    Up special is obviously an omnidirectional rocket burst like the Spacies' up specials. For this reason, Sparkster would probably be over Wolf. Probably.

    Side special might be the drill attack from the later games in the series. Like Metaknight's side special, only straight. It would go significantly slower than his up special, but would hit much harder.

    Neutral special would be a quick sword slash that shoots a very short range, weak, but very fast projectile. If you hold B after the slash, his jet pack would charge up and could then be released into an instant version of the up special. (Instant meaning the charge from the neutral b would make it skip the startup of the up special.)

    Down special would be his spinning attack. Might reflect projectiles, and might be cancelable at the end into up or side special.

    Regular attacks would be similar to Metaknight. I haven't come up with specifics on any of them, but most of them would be sword attacks. Some of them might be explosive bursts from his jet pack instead to mix things up. Especially down air. It would probably be very similar to Ivy's down air.

    Mostly, his play style would be like a slower MK, but with better smashes, only 2 jumps, and obviously his own specials.

    Thoughts on moveset possibilities from anyone? I'm stuck in the planning stages, since I have multiple real life factors preventing me from investing time in another full character hack, but I'd very much like to at least plan out the moveset in case I ever get the time to make it happen.
    « Last Edit: October 19, 2011, 01:13:12 PM by HaloedHero » Logged



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    « Reply #619 on: October 19, 2011, 12:22:19 PM »


    *Goes off to research a bit on Sparkster*

    I like the idea of him being a more legit MK though.
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    « Reply #620 on: November 09, 2011, 05:53:54 PM »


    OK, so I'm back. Kind of. I was able to remedy a big part of the problem that caused me to quit.

    As I get back to work on movesets, I've been working on a small Ganondorf mod. It includes mostly animation modifications. I animated a more melee-style run, a downward-angle forward tilt, and a down b that stays closer to the ground when on the stage so that you don't go over downed opponents. Also, it hits a few frames earlier. (You may have seen similar animation modifications in Project: M, but I made my own so that I could distribute them freely.)

    The rest of the changes follow a fairly simple idea: I have Ike replaced with Cloud, so all of his animations are just going to waste. So, I gave Ganon Ike's smash attacks and back air with his sword. However, it's all one moveset, so you don't need to taunt to take his sword out. He whips it out on attacks that use it, and puts it away when it would look awkward. Think Ness's baseball bat. It's only there when it needs to be.

    In short, I have made improvements to Brawl Ganon and made him less of a Captain Falcon clone without getting rid of anything that has become iconic for Smash Ganon.

    I'll post a video and download in the next few days if anyone is interested.

    The big obstacle to me starting my next full moveset is that no one has imported a Sparkster model for me yet, although I'm debating learning to do it myself now that I have Windows again.

    If you like my work and want to see more, start hitting people with Sparkster from XBLA Rocket Knight over Wolf model import requests.
    « Last Edit: November 09, 2011, 05:59:44 PM by HaloedHero » Logged



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    « Reply #621 on: November 12, 2011, 07:53:52 PM »


    A friend of mine feels Scott has WAY too much priority... You might want to fix this later, when you can.
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    « Reply #622 on: November 12, 2011, 11:40:33 PM »


    That's kind of vague. As I'm sure you know, there really isn't a priority setting. There's only a "will clank" or "won't clank" bit. Common perception of "priority" has to do mostly with hitbox sizes and how disjointed they are from the character and other things like temporarily invincible bones.

    Being that all priority is relative, it's hard to "fix" it unless there's a specific move you think hits from too far away or is too hard to outrange with another attack. Really, I went through most of Scott's hitboxes with the hitbox viewer version of brawlbox and discovered that there weren't really many I thought were too far off. Notable exceptions were his down smash, which had one hitbox that was a bit too big, and his up smash, which had poor hitbox placement on the last hit frame.

    However, I actually think Scott's priority is pretty average, since most of his hitboxes are directly on his body, and they're not altogether very large. Thank you for your feedback, though. I will consider it.
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    « Reply #623 on: November 13, 2011, 04:15:45 AM »


    Up smash could be bigger and have a fire graphic... also a minus version. Whatever though.


    Sparkster eh? Kind of an obscure character; I haven't heard of them at least. I do love Metaknights playstyle (what? It's fun to be them, especially in minus. It's flying-combo heaven. Annoying to play against, but fun when you are them). It's cool to do things nobody has heard of; I am certainly interested in seeing what you do with it.
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    « Reply #624 on: November 13, 2011, 06:14:41 AM »


    That's kind of vague. As I'm sure you know, there really isn't a priority setting. There's only a "will clank" or "won't clank" bit. Common perception of "priority" has to do mostly with hitbox sizes and how disjointed they are from the character and other things like temporarily invincible bones.

    Being that all priority is relative, it's hard to "fix" it unless there's a specific move you think hits from too far away or is too hard to outrange with another attack. Really, I went through most of Scott's hitboxes with the hitbox viewer version of brawlbox and discovered that there weren't really many I thought were too far off. Notable exceptions were his down smash, which had one hitbox that was a bit too big, and his up smash, which had poor hitbox placement on the last hit frame.

    However, I actually think Scott's priority is pretty average, since most of his hitboxes are directly on his body, and they're not altogether very large. Thank you for your feedback, though. I will consider it.
    Yeah, it's kinda of vague, I'll clarify a bit more:

    Scott's Fair and Bair seems unstoppable, playing as him I've never had someone interrupt those if you know what I mean. I'll test further, though.
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    « Reply #625 on: November 13, 2011, 02:46:30 PM »


    Yeah, it's kinda of vague, I'll clarify a bit more:

    Scott's Fair and Bair seems unstoppable, playing as him I've never had someone interrupt those if you know what I mean. I'll test further, though.
    Ah ha ha... Yeah... Perhaps I was being vague... But yeah, Wolfric fixed that... I just remember him saying that Scott had too much in general... I wasn't aware he meant only the aerials. <_>
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    « Reply #626 on: November 14, 2011, 02:18:43 PM »


    <a href="http://www.youtube.com/watch?v=UMqp5XPaVEc" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=UMqp5XPaVEc</a>


    Here's a video showing off some of Scott's traits.
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    « Reply #627 on: November 14, 2011, 02:23:16 PM »


    I swear with the most recent version of Scott you can't repeat the N Air over and over.
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    « Reply #628 on: November 14, 2011, 02:30:50 PM »


    I swear with the most recent version of Scott you can't repeat the N Air over and over.
    If you're saying the version I used is outdated. Scott's on version 0.97, and that's the one I used there and I did repeat it.

    If you mean that for a next update he shouldn't do it, then I'd agree. XD
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    « Reply #629 on: November 14, 2011, 02:31:49 PM »


    I swear with the most recent version of Scott you can't repeat the N Air over and over.
    same. i try and it barly does anyhting
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