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Author Topic: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***  (Read 345756 times)
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Eternal Yoshi
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    « Reply #30 on: May 24, 2011, 03:52:45 PM »


    This thread needs to live. For obvious reasons. The Q&A will slowly be updated as time goes by.
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    « Reply #31 on: May 24, 2011, 03:55:52 PM »


    How the heck do I patch a ft_ike.rel and ft_marth.rel

    (Give a man a fish, feed him a day, teach man how to fish, feed him for life)
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    « Reply #32 on: May 24, 2011, 04:47:55 PM »


    Ike.rel - (I currently don't know. It's not enough to patch the character and module IDs, you have to patch the article or else)

    Marth.rel - You have to change the character ID and module ID - See the FAQ for which offsets
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    « Reply #33 on: May 24, 2011, 04:57:46 PM »


    First of all, thanks for making this thread EternalYoshi. I've been a lurker here for over half a year and it's been really annoying waiting for information on the clone engine or character porting when I'm stuck reading through tons of questions and demands in the official threads. Here's hoping this thread will cut back a lot of those posts and the other threads will stay on track with only clone engine updates being posted. It's also nice to see you being patient enough to answer everyone's questions here. I'd probably go insane having to answer all the questions that have been asked a dozen times already.

    Is there a reason why Ike isn't listed under the "Who can we port now" section?

    Also I have quite a few rels that I changed for Ike and Marth to be ported over other characters all of which don't have any freezing problems. Since it looks like Dantarion's asm patching will make rel patching pointless wouldn't it be easier to just provide people with the rels we've made so far instead of making them learn something that'll end up being obsolete? So I was wondering if I should post a download link with all of my ported rels and the codes and instructions on how to use it all.

    These are the Ike and Marth rels I have ported for other characters:
    Ike over Donkey Kong
    Ike over Dedede
    Ike over Game and Watch
    Ike over Olimar
    Marth over ROB
    Marth over Yoshi

    Of course those arent the only characters Marth and Ike can be ported over but that's what I use and that's all I want. But do you think I should make a download link for these rels Eternal Yoshi? I think it'd cut back a lot of questions since there's a lot of people that still don't understand how to get this far with character porting.
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    « Reply #34 on: May 24, 2011, 06:11:42 PM »


    From a different thread:
    Or ssbbtailsfan will bump Smiley lol jk , but I suppose I cannot hide this for any longer, I was going to save it for the Tails hack I'm doing with Jaklub, but I guess I'll show it now.
    Since EY posted the above code, I'm here to show you what that code helped me with on the obsolete method of .rel patching.

    Well, I've got Metaknight clones working. It's over 4 characters, including the original Metaknight, that's 5 Metaknight for your Brawlz. (Would you really use that many lol kidding) Anyway, I've gotten it to work over Lucas, Olimar, ROB, and Dedede.
    I haven tested anymore than that, and I'm damn not going too. It's more than enough that I need and will use. So, without further a due, here is a video showing causing the clones, as well as some more Marth ones.

    http://www.youtube.com/watch?v=N3dAKAMPINY

    Now, let me explain what I used to get the Metaknight clones, as well as the Marth clones who froze over some characters after the end of a match.

    I've used two codes, these codes effects all characters, so unless you care about entry/results GFX for you characters, the Meta Clones are not for you.

    Here they are:

    No Entry Data [original by Standardtoaster, edited by ssbbtailsfan]
    * 04AD8030 00000000
    * 04AD8034 00000000
    * 04AD8038 00000000
    * 04AD803C 00000000
    * 04AD8040 00000000
    * 04AD8044 00000000
    * 04AD8048 00000000
    * 04AD8050 00000000
    * 04AD8054 00000000
    * 04AD805C 00000000
    * 04AD8060 00000000
    * 04AD8064 00000000

    No Result Data [ssbbtailsfan]
    * 04AD8068 00000000
    * 04AD806C 00000000
    * 04AD8070 00000000
    * 04AD8074 00000000
    * 04AD8078 00000000
    * 04AD807C 00000000
    * 04AD8080 00000000
    * 04AD8084 00000000
    * 04AD8088 00000000
    * 04AD808C 00000000
    * 04AD8090 00000000
    * 04AD8094 00000000

    The no entry data disables the FitCharEntry.pac, thus removing completely any entry articles that may have conflicted with some characters (not sure 100% if thats the case, I know with that code it worked for meta)

    The no result data simply disables the FitCharResult.pac thus removing the freezes that was cause by some characters after a match.

    Well, here's the main meat of this post, the .rels,
    Olimar: http://www.mediafire.com/?4s2o9kfdfbg9a97
    Lucas: http://www.mediafire.com/?77scmhyc05mdxhb
    ROB: http://www.mediafire.com/?q5hri38ez6fca3p
    Dedede: http://www.mediafire.com/?638ktj2iz4klcvk

    Now, to my knowledge, only Metaknight seemed to work with this codes. I've tried to patch a Link, Lucario, and Pikachu .rel but no success with it. The no Result data code helps Marth be portable over more characters, but without it he's fine over a few characters no problem.

    That's it! I'm done! I've got all the movesets of characters I care about so no more .rel porting for me completely. Please, don't request me to do anymore .rel ports because I won't and they're easily can be done yourself if you take the time to read and understand Dant's .rel notes on the OpenSA wiki.

    Before I depart, I want to congratulate Dantarion for his success on the Clone Engine, making this .rel porting stuff obsolete. Standardtoaster for his awesome code. EternalYoshi for his Grey Fox moveset, as well as Jaklub and myself for the Tails moveset.
    2 movesets = motivation for me to getting Metaknight cloned.
    Okay, ssbbtailsfan out.



    doe sthis mean that i can portolimar, lucas, rob, adn dedede over anyone?
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    « Reply #35 on: May 24, 2011, 06:13:34 PM »


    From a different thread:
    doe sthis mean that i can portolimar, lucas, rob, adn dedede over anyone?

    No, it means using those codes you can port Meta Knight over any of them (and others as well if you know how to).
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    « Reply #36 on: May 24, 2011, 07:11:52 PM »


    First of all, thanks for making this thread EternalYoshi. I've been a lurker here for over half a year and it's been really annoying waiting for information on the clone engine or character porting when I'm stuck reading through tons of questions and demands in the official threads. Here's hoping this thread will cut back a lot of those posts and the other threads will stay on track with only clone engine updates being posted. It's also nice to see you being patient enough to answer everyone's questions here. I'd probably go insane having to answer all the questions that have been asked a dozen times already.

    Is there a reason why Ike isn't listed under the "Who can we port now" section?

    Also I have quite a few rels that I changed for Ike and Marth to be ported over other characters all of which don't have any freezing problems. Since it looks like Dantarion's asm patching will make rel patching pointless wouldn't it be easier to just provide people with the rels we've made so far instead of making them learn something that'll end up being obsolete? So I was wondering if I should post a download link with all of my ported rels and the codes and instructions on how to use it all.

    These are the Ike and Marth rels I have ported for other characters:
    Ike over Donkey Kong
    Ike over Dedede
    Ike over Game and Watch
    Ike over Olimar
    Marth over ROB
    Marth over Yoshi

    Of course those arent the only characters Marth and Ike can be ported over but that's what I use and that's all I want. But do you think I should make a download link for these rels Eternal Yoshi? I think it'd cut back a lot of questions since there's a lot of people that still don't understand how to get this far with character porting.

    I was afk for a while.

    Ooohh. Noted.

    If you want  to put a DL link, you should have a readme explaining important factors to them like how the IC-Constants have to be changed using a code or you will have issues.
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    « Reply #37 on: May 24, 2011, 09:55:51 PM »


    It's so easy to do yourself that it's not even funny.

    The basic code:
    XX has YY's IC-Constant [Dantarion]
    C2858928 00000003
    2C0400XX 40820008
    388000YY 1C040038
    60000000 00000000

    The character id's that you replace XX and YY with:
    Code:
    00 Mario
    01 Donkey Kong
    02 Link
    03 Samus
    04 Yoshi
    05 Kirby
    06 Fox
    07 Pikachu
    08 Luigi
    09 Captain Falcon
    0A Ness
    0B Bowser
    0C Peach
    0D Zelda
    0E Sheik
    0F Popo
    10 (Nana)
    11 Marth
    12 Mr. Game & Watch
    13 Falco
    14 Ganondorf
    15 Wario
    16 Metaknight
    17 Pit
    18 Zero Suit Samus
    19 Olimar
    1A Lucas
    1B Diddy Kong
    1C Pokemon Trainer
    1D Charizard
    1E Squirtle
    1F Ivysaur
    20 Dedede
    21 Lucario
    22 Ike
    23 Robot
    24 (Pra-mai)
    25 Jigglypuff
    26 (Mewtwo)
    27 (Roy)
    28 (Dr. Mario)
    29 Toon Link
    2A (Toon Zelda)
    2B (Toon Sheik)
    2C Wolf
    2D (Dixie)
    2E Snake
    2F Sonic
    30 Giga Bowser
    31 Warioman
    32 Red Alloy
    33 Blue Alloy
    34 Yellow Alloy
    35 Green Alloy
    36 (Mario D)
    « Last Edit: May 24, 2011, 10:00:18 PM by Dope » Logged

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    « Reply #38 on: May 24, 2011, 10:16:58 PM »


    Actually, now that I'm thinking, does DDD need an IC-Constants code?? They are both Multi jumpers so does it freeze when jumping? *goes and trys it*
    « Last Edit: May 24, 2011, 10:20:26 PM by Zack Fair » Logged


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    Eternal Yoshi
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    « Reply #39 on: May 24, 2011, 10:41:02 PM »


    I should warn you that you can only have 1 of this code and have it work.
    I wish there was a way to have the code apply for more characters or if it could expand like the stage specific speed modifier.

    For MK to D3, you need the code for jabs to NOT t-stance, and I THINK for entry data as well.
    Wait... they both have entry data anyway.

    MK to D3 should work fine as far as jumps go but not gliding.
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    « Reply #40 on: May 24, 2011, 11:04:26 PM »


    lulzDededegliding
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    « Reply #41 on: May 24, 2011, 11:31:07 PM »


    I should warn you that you can only have 1 of this code and have it work.
    hah, can't believe I'm just now finding out about this. I have 4 Ike clones and put the IC Constant code for all 4 of them without realizing it's not doing anything. Now I feel like a fool haha.


    Question. Does anyone know how to make 3rd jab codes for characters like these
    G&W 3 jabs
    04B0B634 00000003

    Dedede 3rd jab [ds22]
    * 04B0B944 00000003

    Olimar 3 jabs
    04B0B7BC 00000003

    Anyone know how to find the value to change the last 3 digits to of the first segment of those codes?
    « Last Edit: May 25, 2011, 02:03:05 AM by Dope » Logged

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    « Reply #42 on: May 25, 2011, 04:49:28 AM »


    Hey, i have a request FOR ASSISTANCE WITH THIS. I DL'd Ft_robot(marth).rel. Do i need codes in order to use it? I do have ike over mario with just a rel file.....
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    « Reply #43 on: May 25, 2011, 05:18:51 AM »


    I don't quite know. Other than jab, Marth and ROB have the same IC values.
    However ROB has a different..... method. Test in multiplayer and training mode, then come back.

    Edit: If you get a freeze, try this code and try again.

    Rob has Ike's ...Something:
    4A000000 80B27AC0
    14000000 80914B5C
    E0000000 80008000
    « Last Edit: May 25, 2011, 05:23:09 AM by EternalYoshi » Logged


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    « Reply #44 on: May 25, 2011, 06:37:26 AM »


    I don't quite know. Other than jab, Marth and ROB have the same IC values.
    However ROB has a different..... method. Test in multiplayer and training mode, then come back.

    Edit: If you get a freeze, try this code and try again.

    Rob has Ike's ...Something:
    4A000000 80B27AC0
    14000000 80914B5C
    E0000000 80008000

    Nope, works PERFECT!....ROB even spoke with Japanese Marth's voice when i won....and the sounds work....
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