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Author Topic: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***  (Read 345811 times)
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Eternal Yoshi
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    « Reply #210 on: June 26, 2011, 04:55:37 PM »


    The offsets for Marth's .pac are the same and I think Purin's are too, but the IC-Constants need to be changed depending on who you are porting the character over.

    Can someone who is using PAL test the codes in the OP?

    For example, PAL people, try this:

    Marth can wall jump:
    04B0B61C 00000001

    Please tell me if this works.

    Another issue is that the no entry/result data code must ported.
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    IWasAPerson
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    « Reply #211 on: June 27, 2011, 12:19:22 PM »


    Found two discoveries based on using Ice Climbers with modules (.rels):

    First off, I was able to condense the code ridiculously, now it's only 11 lines vs...a lot. Here it is, just use it instead of the character/costume replacement code I posted earlier.

    Code:
    Character Replacement (Ice Climbers - Popo) [spunit262]
    * 80000000 90180B48
    * 80000001 90180BF8
    * 60000003 00000000
    * 4A001000 00000000
    * 38000002 00FF1000
    * 4A001001 00000000
    * 10000000 00000011
    * E0000000 80008000
    * 86000000 00000004
    * 86000001 0000005C
    * 62000000 00000000

    This still doesn't work in single player modes though, which leads me to my next point. The reason it doesn't work is because character ID's in All-Star, Classic, SSE, and Event Matches are hardcoded and loaded from common2.pac (at least everything but SSE is). This is definitely fixable, EY made a really good guide for that here: http://www.smashboards.com/showthread.php?t=288062

    Basically, in Tabuu, change any character instance of Ice Climbers to just Popo in Events and All-Star mode. If the SSE and Classic data can be changed in the same way there'll be no more glitching period. I'll try this out and if it works, I'll make a base pack that fixes all instances of the Ice Climbers to just Popo for .rel ports.
    « Last Edit: June 27, 2011, 12:33:31 PM by IWasAPerson » Logged



    Carnage
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    « Reply #212 on: June 27, 2011, 01:02:58 PM »


    The offsets for Marth's .pac are the same and I think Purin's are too, but the IC-Constants need to be changed depending on who you are porting the character over.

    Can someone who is using PAL test the codes in the OP?

    For example, PAL people, try this:

    Marth can wall jump:
    04B0B61C 00000001

    Please tell me if this works.

    Another issue is that the no entry/result data code must ported.

    what op codes work over for pal?
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    Eternal Yoshi
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    « Reply #213 on: June 27, 2011, 01:08:36 PM »


    That's what I'm trying to find out. The no entry/result data codes do not but the IC-codes might work.

    Please try this.

    Marth can wall jump:
    04B0B61C 00000001

    BTW, look at this thread's posts
    http://www.smashboards.com/showpost.php?p=12931320&postcount=1175
    http://www.smashboards.com/showpost.php?p=12902185&postcount=1172

    I still need response on the one liners.

    Bonus:
    http://www.smashboards.com/showpost.php?p=12674884&postcount=1162
    « Last Edit: June 27, 2011, 01:26:40 PM by Eternal Yoshi » Logged


    Carnage
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    « Reply #214 on: June 27, 2011, 02:11:23 PM »


    That's what I'm trying to find out. The no entry/result data codes do not but the IC-codes might work.

    Please try this.

    Marth can wall jump:
    04B0B61C 00000001

    BTW, look at this thread's posts
    http://www.smashboards.com/showpost.php?p=12931320&postcount=1175
    http://www.smashboards.com/showpost.php?p=12902185&postcount=1172

    I still need response on the one liners.

    Bonus:
    http://www.smashboards.com/showpost.php?p=12674884&postcount=1162

    just tryed marth can wall jump but and i inserted the code with gctedit and  he still couldnt wall  jump:S

    edit wat is the first link suposed to do ? give  you a roy slot? becuase when i putted those two codes
    Usage Storage Engine (Dont Wreck My Music) [Dantarion,ported by Deathwolf]
    060AF160 0000000C
    3C808120 3800000B
    38840B10 00000000

    Usage Storage Engine Data
    0708 A94C 00000018
    110E120E 04030F0D
    1D1B1F1B 211B1E1B
    201B221B 32110000

    my wii froze when entreing the result screen also is the usage storage engine data ported? becuase that myght be wahts  getting the freeze on entering the result screen
    « Last Edit: June 27, 2011, 02:13:45 PM by Carnage » Logged


    Eternal Yoshi
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    « Reply #215 on: June 27, 2011, 02:38:57 PM »


    You don't need the storage engine stuff yet....

    Thanks for informing me that the one liner doesn't work.

    Now I can request it to be ported sooner.
    « Last Edit: June 27, 2011, 02:42:08 PM by Eternal Yoshi » Logged


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    « Reply #216 on: June 27, 2011, 02:55:34 PM »


    quick question, would ike over dk work? using the generic rel. Im sorry im not sure if it works over all slots.
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    Eternal Yoshi
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    « Reply #217 on: June 27, 2011, 03:00:09 PM »


    It SHOULD work, provided you mod the IC-Constants to match Ike's.
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    « Reply #218 on: June 27, 2011, 03:04:28 PM »


    It SHOULD work, provided you mod the IC-Constants to match Ike's.

    ok thank you, i will give it a shot.
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    « Reply #219 on: June 27, 2011, 03:10:20 PM »


    You don't need the storage engine stuff yet....

    Thanks for informing me that the one liner doesn't work.

    Now I can request it to be ported sooner.
    does that extra marth slot even exist? now or is just dantarian who has the code?

    also since the marth has walljump didnt work does that mean pal ic contants are diferent?
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    Eternal Yoshi
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    « Reply #220 on: June 27, 2011, 03:18:19 PM »


    Yes it does mean that they are different.
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    « Reply #221 on: June 27, 2011, 03:27:14 PM »


    Yes it does mean that they are different.
    thats wierd when you made marth to mario rel you said the code looked the same the only real problem was the no entry pac wich made the tube stick to our feets  but if ic constants are diferent i see alot of problems to pal :S
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    Eternal Yoshi
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    « Reply #222 on: June 27, 2011, 10:01:59 PM »


    http://www.smashboards.com/showpost.php?p=12932526&postcount=1177
    I asked and received.
    That should work for PAL.
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    « Reply #223 on: June 28, 2011, 01:34:51 AM »


    http://www.smashboards.com/showpost.php?p=12932526&postcount=1177
    I asked and received.
    That should work for PAL.

    the codes work  xD
    also with no entry plus no result codes you sucesefully ported marth over mario  in Pal xD i tested it and it didnt freeze this time xD so it was in need of those codes but i wanted to see mario over useless characters and mario is a decent character :S

    edit:
    tryed with 3 marth psa and all work fine xD so i guess you can put in the OP for Pal Users Marth on Mario rel works with those two codes perfectly xD

    also didnt you said the problem of porting marth rel over yoshi was that yoshi's crawl? so if yoshi crawl is ported to pal that means we can port in pal marth rel over yoshi?
    also do characters like DDD diddy kong ROB and GW need any special codes like yoshi?
    « Last Edit: June 28, 2011, 05:07:04 AM by Carnage » Logged


    Eternal Yoshi
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    « Reply #224 on: June 28, 2011, 07:02:41 AM »


    Anyone that's not Mario needs to have their IC-Constants modified or you will have issues, T-stances, and/or game freezes.

    Only one of these codes may exist, but here.

    XX has YY's IC-Constant [Dantarion, ported to PAL by standardtoaster]
    C2853D88 00000003
    2C0400XX 40820008
    388000YY 1C040038
    60000000 00000000
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