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Author Topic: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***  (Read 346911 times)
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Carnage
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    « Reply #405 on: July 29, 2011, 03:42:12 PM »


    i know that there are pal rels i modified a pal rel
    like i said if it has extra stuff like animated  characters and so it wont work i tryed some pokemon gyms who had pokemons moving in the back and all of then frooze  for me
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    Lektek
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    « Reply #406 on: July 29, 2011, 03:44:52 PM »


    Melee final destination doesnt have stuff in the background if im sure.

    Edit : nvm i geuss im a little disappointed that it doesnt work

    well maybe someday they make it for pal
    « Last Edit: July 29, 2011, 03:48:01 PM by daanvandam » Logged

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    « Reply #407 on: July 29, 2011, 03:49:11 PM »


    Melee final destination doesnt have stuff in the background if im sure.

    Edit : nvm i geuss im a little disappointed that it doesnt work

    well maybe someday they make it for pal

    try this
    http://www.mediafire.com/?jbh1l4788gjgmov
    it  is easy and it may work since you dont need to hex anything all rels that are there are pal ones
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    « Reply #408 on: July 30, 2011, 04:34:58 AM »


    try this
    http://www.mediafire.com/?jbh1l4788gjgmov
    it  is easy and it may work since you dont need to hex anything all rels that are there are pal ones

    alright i used that i putted the rel in
    \private\wii\app\RSBP\pf\module

    and the renamed stage (STGDONKEY.pac) in
    \private\wii\app\RSBP\pf\stage\melee\

    but ingame it freezes but no beep sound
    « Last Edit: July 30, 2011, 04:56:54 AM by daanvandam » Logged

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    « Reply #409 on: July 30, 2011, 04:50:52 AM »


    If your Brawl is really pal, normally, it's not RSBE, but RSBP... Pal brawls have this name when you go seek cheat codes.
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    « Reply #410 on: July 30, 2011, 05:04:54 AM »


    do you need stage expansion for rels??
    you know that you have more slots
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    « Reply #411 on: July 30, 2011, 05:32:01 AM »


    do you need stage expansion for rels??
    you know that you have more slots
    being pal all the ntsc codes dont work and that means some like stage expansion would just freeze the game
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    « Reply #412 on: July 30, 2011, 05:36:49 AM »


    ah well thanks for the help anyways you and philia.
    btw is there a code for pal jigglypuff has one jump if not how do you make it?
    « Last Edit: July 30, 2011, 05:41:40 AM by daanvandam » Logged

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    « Reply #413 on: July 31, 2011, 08:50:00 AM »


    For anyone who wants to use Viewtiful Joe without either losing C. Falcon or Yoshi, putting him over Ike works almost flawlessly (except for his Final Smash being bugged, but that mostly it).
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    « Reply #414 on: July 31, 2011, 08:51:40 AM »


    it counts as porting if i dont use .rel's right? liek porting ike over olimar is porting because it uses .rel. so if i dont use a .rel and it works, is it still porting?
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    « Reply #415 on: July 31, 2011, 08:59:12 AM »


    it counts as porting if i dont use .rel's right? liek porting ike over olimar is porting because it uses .rel. so if i dont use a .rel and it works, is it still porting?
    of cousrse shadow over donkey kong doesnt use rels and is a port made by mario dk who of the better one since pal and ntsc user can both get him xD
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    « Reply #416 on: July 31, 2011, 09:00:39 AM »


    epic. i was jus tdouble checking because i lable dthem PORTS i my thread, so i wanted to make sure i dont say things they arent
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    « Reply #417 on: July 31, 2011, 11:00:31 AM »


    I found a way to enable Zero to throw and pummel when ported over another character.
    Basically, you need to go to subroutine 202A0 and change the event 'Change Subaction: sub action=6F' to 'Change Action: action=39, requirement=3C'.
    I tested this on Zero, but it should also work on other ported Link PSA's (Like Young Link over Toon Link).
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    « Reply #418 on: July 31, 2011, 12:00:37 PM »


    also a way to make roy over a character without using rels?
    just checking
    there is roy over fox i think but has some glitches
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    « Reply #419 on: July 31, 2011, 07:13:50 PM »


    Question.
    Code:
    Olimar Sound mod
    4A000000 80AD89E0
    14000064 00000020
    E0000000 80008000
    This is from the Cloud over Olimar hack.
    I want to know how you get "64" so I can give Mr. G&W Wolf's sound for the Shadow over G&W hack. I type in "12 * 0x04" in Google, and get "48" as if the zeros don't exist.

    Also, I wanna double check. Would "00" be the only costume slot since G&W has only one texture file?
    « Last Edit: July 31, 2011, 07:17:19 PM by Segtendo Wright » Logged

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