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Author Topic: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***  (Read 346862 times)
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DTST
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    « Reply #195 on: June 19, 2011, 03:13:36 AM »


    I dont quite understand how to make a soundbank code could you explain it in better detail?(noob alert)
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    « Reply #196 on: June 19, 2011, 06:23:29 AM »


    Do you see the XX character values? You are supposed to multiply those by 4 while the calculator is in hex mode to get the ZZZZ value.

    Other than that, I don't see what's difficult to understand about the Sound Bank Modifier code.
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    « Reply #197 on: June 19, 2011, 06:29:57 AM »


    Well it didnt say you need a calculator in hex mode but thanks
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    « Reply #198 on: June 19, 2011, 06:58:07 AM »


    It's implied by the fact that some XX values have things like 0A 0B, and 1D, which are only in hex.
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    « Reply #199 on: June 19, 2011, 07:04:18 AM »


    Well as I said I'm a noob I understand the IC stuff though but thanks again I'll use these codes in my next port
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    « Reply #200 on: June 19, 2011, 07:18:50 AM »


    No Problem since that's what this thread is for: helping people with this stuff.
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    « Reply #201 on: June 23, 2011, 02:40:15 PM »


    Soo... since PAL .rels are now availabe... what exactly needs to be done for this to work for PAL?
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    IWasAPerson
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    « Reply #202 on: June 23, 2011, 03:21:14 PM »


    Guys, I figured out how to .rel port over the Ice Climbers! It's not that hard, but you have to have a code that changes each Ice Climber slot to a Popo-only slot. Nana-only won't work either. It has to be specifically Popo solo, but once that is done, .rel porting works perfectly.

    Here's the specific code you need, before the IC-constants, ported .rel, and soundbank codes:

    Code:
    Character/Costume Replacement (Ice Climbers - Popo) [spunit262]
    * 80000000 90180B48
    * 80000001 90180BF8
    * 60000003 00000000
    * 4A001000 00000000
    * 38000002 00FF1000
    * 4A001001 00000000
    * 38000004 FF000000
    * 10000000 00000011
    * 100003C5 00000000
    * E0000000 80008000
    * 4A001000 00000000
    * 38000002 00FF1000
    * 4A001001 00000000
    * 38000004 FF000001
    * 10000000 00000011
    * 100003C5 00000001
    * E0000000 80008000
    * 4A001000 00000000
    * 38000002 00FF1000
    * 4A001001 00000000
    * 38000004 FF000002
    * 10000000 00000011
    * 100003C5 00000003
    * E0000000 80008000
    * 4A001000 00000000
    * 38000002 00FF1000
    * 4A001001 00000000
    * 38000004 FF000003
    * 10000000 00000011
    * 100003C5 00000004
    * E0000000 80008000
    * 4A001000 00000000
    * 38000002 00FF1000
    * 4A001001 00000000
    * 38000004 FF000004
    * 10000000 00000011
    * 100003C5 00000002
    * E0000000 80008000
    * 4A001000 00000000
    * 38000002 00FF1000
    * 4A001001 00000000
    * 38000004 FF000005
    * 10000000 00000011
    * 100003C5 00000005
    * E0000000 80008000
    * 86000000 00000004
    * 86000001 0000005C
    * 62000000 00000000

    Feel free to yell at me if the costumes are wrong, btw. If this character/costume replacement code can also work with a Nana-only CSS slot, I can test the ft_roy Clone Engine codes. But for now, by changing Ice Climbers to Popo alone you can .rel port like any other character.

    Soo... since PAL .rels are now availabe... what exactly needs to be done for this to work for PAL?

    I really, really doubt that the generic Ike .rel will work on PAL. But, the standard PAL offsets seem to match the ones on Dantarion's wiki so Marth and Jigglypuff's might work. And Metaknight if the no entry/results code gets ported to PAL.
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    « Reply #203 on: June 23, 2011, 03:23:14 PM »


    so, for example, i use this code to play as pop. then i can tkat the ike .rel for exampl eand play as ike over popo?

    and what are the fit roy cloejn codes? are they the oens that you can take roy form brawl adn make him playable?
    « Last Edit: June 23, 2011, 03:27:29 PM by SonicBrawler » Logged

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    « Reply #204 on: June 23, 2011, 04:09:28 PM »


    tails, so i jsu ttake, fo rexample, i change 0F to the id of someone (for example Jigglypuff) then take ft_purin and change it to ft_iceclimber, then i can have jigglypuff over popo?
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    « Reply #205 on: June 23, 2011, 04:35:56 PM »


    I did something wrong. do I take th e.rel adn change 25 to 07 then add in the jiggly files? (lol) cuz when i selected the stag it froze, so i removed the .rel and it forze at the stage screen agiaon. did i edi tthe .rel wrong? maybe. soemone shoudl amke a program tha tu enter a .rel adn picka ahcaercater os it works fo rit t liek th estage one
    « Last Edit: June 23, 2011, 06:44:44 PM by SonicBrawler » Logged

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    « Reply #206 on: June 23, 2011, 11:11:08 PM »


    Interesting. I had thought of that, but never actually believed it would work.

    Shame I suck with Ice Climbers. Guess I'll replace them or something.
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    « Reply #207 on: June 24, 2011, 04:06:42 PM »


    Heh, it was worth a try. I'll look for a fix or something when I'm not on my phone...
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    « Reply #208 on: June 24, 2011, 10:45:45 PM »


    I think I figured out the problem: The code I posted only hooks on the CSS, whether it be in a Brawl or Training or the 1P CSS. Classic mode and the SSE loads up the Ice Climbers slot hardcoded since it completely avoids the CSS, and because of this the code doesn't even touch the slot. If there's a workaround for this at all, I'm 95% sure that .rel ports over the Ice Climbers will work.

    If anyone knows of a character modifier that works for 1-player modes as well as multiplayer, please let me know and I can test this out.
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    « Reply #209 on: June 26, 2011, 01:44:50 PM »


    I really, really doubt that the generic Ike .rel will work on PAL. But, the standard PAL offsets seem to match the ones on Dantarion's wiki so Marth and Jigglypuff's might work. And Metaknight if the no entry/results code gets ported to PAL.

    Eh... so what exactly does this mean now? Should this work or shouldn't it?
    If I remember correctly, EY said that this could be done rather easily with the PAL .rels...
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