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Author Topic: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***  (Read 346944 times)
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Eternal Yoshi
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    « Reply #420 on: July 31, 2011, 07:25:49 PM »


    Yes G&W has only one costume slot file.
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    Segtendo
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    « Reply #421 on: July 31, 2011, 09:38:49 PM »


    Yes G&W has only one costume slot file.
    Alrighty.
    Just making sure.
    Now my other question...
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    « Reply #422 on: August 01, 2011, 03:30:34 AM »


    I found this on the "SUGOI!" Clone Engine" topic. Thankfully it already has the mathematics already done, Mr.Segtendo. (I would not be able to figure it out on my own otherwise, that's for sure :3c  )

    (I think it was posted by KazeCoyote)

    Code:
    4A000000 80AD89E0
    1400ZZZZ 000000YY
    E0000000 80008000
    (YY will be 20 since we are using ike.)

    Replace ZZZZ with below
    Code:

    0000 Mario
    0004 Donkey Kong
    0008 Link
    000C Samus
    0010 Yoshi
    0014 Kirby
    0018 Fox
    001C Pikachu
    0020 Luigi
    0024 Captain Falcon
    0028 Ness
    002C Bowser
    0030 Peach
    0034 Zelda
    0038 Sheik
    003C Popo
    0040 (Nana)
    0044 Marth
    0048 Mr. Game & Watch
    004C Falco
    0050 Ganondorf
    0054 Wario
    0058 Metaknight
    005C Pit
    0060 Zero Suit Samus
    0064 Olimar
    0068 Lucas
    006C Diddy Kong
    0070 Pokemon Trainer
    0074 Charizard
    0078 Squirtle
    007C Ivysaur
    0080 Dedede
    0084 Lucario
    0088 Ike
    008C Robot
    0090 (Pra-mai)
    0094 Jigglypuff
    0098 (Mewtwo)
    009C (Roy)
    00A0 (Dr. Mario)
    00A4 Toon Link
    00A8 (Toon Zelda)
    00AC (Toon Sheik)
    00B0 Wolf
    00B4 (Dixie)
    00B8 Snake
    00BC Sonic
    00C0 Giga Bowser
    00C4 Warioman
    00C8 Red Alloy
    00CC Blue Alloy
    00D0 Yellow Alloy
    00D4 Green Alloy
    00D8 (Mario D)

    With this, the digit for Wolf is 00B0. I don't recall what Sonic's digits are though, the ones that fit in the YY space ^__^''''
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    Dragoon Fighter
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    « Reply #423 on: August 01, 2011, 09:39:02 AM »


    I have a question, could Cloud or Dante be Ported over one of the 7 empty slots? If so how would I use him on my custom character screen?
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    DoctorFlux(Mariodk)
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    « Reply #424 on: August 01, 2011, 09:40:32 AM »


    I have a question, could Cloud or Dante be Ported over one of the 7 empty slots? If so how would I use him on my custom character screen?
    you asking for something that is not out yet and never will be
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    « Reply #425 on: August 01, 2011, 09:57:49 AM »


    you asking for something that is not out yet and never will be
    You keep saying that, but there hasn't been an official statement from Dantarion about it.
    So until that happens, you can't say for 100% that it will never happen (Dantarion is known to be whimsical with what his interest may be at the time).
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    « Reply #426 on: August 01, 2011, 10:14:01 AM »


    Dantarion  said he will leave after the project here: http://www.smashboards.com/showthread.php?t=305507

    and it was been many weeks since now it should be ended
    and without Dantarion no 7 extra slots  
    thats why i keep saying Clone engine project is dead since Dantarion have leaved Brawl hacking
    Proof on he leaving:
    http://anonym.to/?http://opensa.dantarion.com/wiki/AnimuBrawl
    read the first
    « Last Edit: August 01, 2011, 10:22:19 AM by MarioDK » Logged

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    « Reply #427 on: August 01, 2011, 10:42:27 AM »


    Yes, but do remember that several months ago Dantarion said he would leave, only to return because his interest in Brawl hacking was renewed.
    That and the fact the PMBR on occasion still has contact with him, so any progress and/or notes he still has could be given to either me, Eternal_Yoshi or any other coder in the PMBR.
    « Last Edit: August 01, 2011, 10:43:54 AM by ds22 » Logged

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    « Reply #428 on: August 01, 2011, 10:52:19 AM »


    Yes, but do remember that several months ago Dantarion said he would leave, only to return because his interest in Brawl hacking was renewed. That and the fact the PMBR on occasion still has contact with him, so any progress and/or notes he still has could be given to either me, Eternal_Yoshi or any other coder in the PMBR.
    ok that i dont know (and sure many others)
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    « Reply #429 on: August 01, 2011, 11:06:25 AM »


    I found this on the "SUGOI!" Clone Engine" topic. Thankfully it already has the mathematics already done, Mr.Segtendo. (I would not be able to figure it out on my own otherwise, that's for sure :3c  )

    (I think it was posted by KazeCoyote)

    Code:
    4A000000 80AD89E0
    1400ZZZZ 000000YY
    E0000000 80008000
    (YY will be 20 since we are using ike.)

    Replace ZZZZ with below
    Code:

    0000 Mario
    0004 Donkey Kong
    0008 Link
    000C Samus
    0010 Yoshi
    0014 Kirby
    0018 Fox
    001C Pikachu
    0020 Luigi
    0024 Captain Falcon
    0028 Ness
    002C Bowser
    0030 Peach
    0034 Zelda
    0038 Sheik
    003C Popo
    0040 (Nana)
    0044 Marth
    0048 Mr. Game & Watch
    004C Falco
    0050 Ganondorf
    0054 Wario
    0058 Metaknight
    005C Pit
    0060 Zero Suit Samus
    0064 Olimar
    0068 Lucas
    006C Diddy Kong
    0070 Pokemon Trainer
    0074 Charizard
    0078 Squirtle
    007C Ivysaur
    0080 Dedede
    0084 Lucario
    0088 Ike
    008C Robot
    0090 (Pra-mai)
    0094 Jigglypuff
    0098 (Mewtwo)
    009C (Roy)
    00A0 (Dr. Mario)
    00A4 Toon Link
    00A8 (Toon Zelda)
    00AC (Toon Sheik)
    00B0 Wolf
    00B4 (Dixie)
    00B8 Snake
    00BC Sonic
    00C0 Giga Bowser
    00C4 Warioman
    00C8 Red Alloy
    00CC Blue Alloy
    00D0 Yellow Alloy
    00D4 Green Alloy
    00D8 (Mario D)

    With this, the digit for Wolf is 00B0. I don't recall what Sonic's digits are though, the ones that fit in the YY space ^__^''''

    Oh my god. That's EXACTLY What I need.
    Thank you.
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    « Reply #430 on: August 02, 2011, 09:08:55 AM »


    Very interesting what Dant is deciding to do, but like stated above, wait before making any assumptions about his work. I'm really hoping he'll do the Character Expansion and Clone Engine but if he can't well, we can't really do nothin about it except ask for a copy of his progress so we can get some people to finish it
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    « Reply #431 on: August 05, 2011, 09:00:45 AM »


    Eternal yoshi if you can update the pal ice constants they were only right up until a certain point this are the tru pal ic constants
    http://www.mediafire.com/?ks1iba3c5vj4qk2
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    « Reply #432 on: August 05, 2011, 07:48:58 PM »


    So I'm currently trying to port Roy over Jiggs. However, given I have almost no clue about how to port .rels, I have begun to go through the generic ft_ike.rel and look at the offsets that PW provided in the change.txt that need to be changed to the target module ID and the character module ID. What I'm getting out of what little there is to work off of is that I need to change the values at each of those offsets to the character ID's provided in the txt file, or at the very least the offset for the character module ID, though I don't know . Is this assumption correct (my guess is it isn't, it sounds too easy to me), and if so what are the analogous offsets in the ft_marth.rel?
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    IWasAPerson
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    « Reply #433 on: August 06, 2011, 08:14:17 AM »


    Guise, AWESOME 2.0!

    I have a really big discovery that I found the other day. I was able to take the No Result Data and No Entry Data codes and condense them to independent character codes. Now you can have Metaknight and Marth ports working properly and keep the entry and result articles for every other character.

    I've tested this for most of the characters, but please let me know if these don't work for any particular character. Use these on the character that's replaced, not the base character (Metaknight over Olimar would use a no entry/result code for Olimar).

    Code:
    Individual Character No Entry Data:
    00AD80XX 00000000

    XX = Character ID + 0x30

    Code:
    Individual Character No Result Data:
    00AD80YY 00000000

    YY = Character ID + 0x68

    Code:
    Characters IDs:
    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)

    And here's some example codes:

    Code:
    Mario Has No Entry Data:
    00AD8030 00000000

    Mario Has No Result Data:
    00AD8068 00000000

    Olimar Has No Entry Data
    00AD8049 00000000

    Lucas Has No Entry Data
    00AD804A 00000000

    King Dedede Has No Entry Data
    00AD8050 00000000

    Olimar Has No Result Data
    00AD8081 00000000

    Lucas Has No Result Data
    00AD8082 00000000

    So, yeah, have fun, and let me know if any of them don't work. You guys should probably start using these codes instead of the previous No Entry/Result data since it's a lot more efficient and it has the benefit of keeping entry and result articles for every other character. And I've gotta thank Dantarion's wiki for giving the information on this to make it possible.
    « Last Edit: August 06, 2011, 08:21:07 AM by IWasAPerson » Logged



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    « Reply #434 on: August 06, 2011, 08:15:47 AM »


    A very nice find indeed.
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