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Author Topic: Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***  (Read 345751 times)
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Julum
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« Reply #570 on: May 23, 2012, 03:14:52 PM »


I'm trying to do a Toon Link over Peach/Marth, but it keeps freezing the game. Please help.
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    « Reply #571 on: May 23, 2012, 03:18:36 PM »


    blah blah blah articles.
    blah blah blah wait until .rel files are better defined
    blah blah blah entry.pac

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    « Reply #572 on: May 23, 2012, 03:19:16 PM »


    blah blah blah articles.
    blah blah blah wait until .rel files are better defined
    blah blah blah entry.pac


    I'm trying to do a Toon Link over Peach/Marth, but it keeps freezing the game. Please help.
    cant rel port toon link Im srs here
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    « Reply #573 on: May 23, 2012, 04:33:46 PM »


    be lazy liek me and edit a marth .rel to work on what ever character, then copy=pasta tl's files
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    « Reply #574 on: June 02, 2012, 06:08:16 PM »


    unlikly idea for character roster expansion

    Here is an idea for the last clone engine I thought about
    but it wouldn't haved worked back then
    since this new engine ports characters which I assume is his idea is, its might work
    when selecting a new character *any character*

    I had thought that every player could have there own slot

    Player 1 = Mario
    Player 2 = Luigi
    Player 3 = Peach
    Player 4 = Bowser

    then when a player pics a character their character is switched out

    EX.

    Player 1 picks boswer
    Mario is then replaced by bowser (loading character onto mario)

    OF COURSE: that wouldn't have worked and still doesn't now

    but what "if", get it if statement
    when a player chooses a character (only extra)
    it links it to

    Fighter/Custom_00 (these are all based on ike)
    Fighter/Custom_01
    Fighter/Custom_02
    Fighter/Custom_03
    Fighter/Custom_04

    which will over write their character slot

    Player 1 = Ike (original)
    Player 2 = Ike (over marth)
    Player 3 = Ike (over Metaknight)
    Player 4 = Ike (over jiggilypuff)

    the CUSTOM fighter will just replace ike
    (which replaced another character so in reality it replaces marth metaknight and jiggly puff too)
    the only difference is that,
    ike will be marth metaknight and jiggleypuff

    !------------------------

    okay error what if jiggalypuff marth and metaknight are
    (or ike you will already have a slot reserved for that)

    they will be loaded from
    Fighter/Custom_Native/
    The original Characters (Ike Ported onto them are reverse portable yes/no ?)

    [
    Q. why special load then
    A. As to not interfere with custom loaded files, the system itself.
    ]

    anyways

    Pokemon Trainer Can be split up into
    - Squirtle
    - Charazar
    - Ivysaur

    The trainer icon can be used with the costume/character replacement code
    same thing with zalda (can we add HOLD z for sheik)
    same thing with zzs (Hold Z for samus)

    -------------------------------------------

    Okay thats three characters with icons and csps
    and an infinite (SD size lol) with no icon and csps

    what do you guys think?
    would that work

    --------------------------------------
    Clone Engine/Character Porting Q&A/FAQ Thread ***DO NOT REQUEST .RELS!!***
    --------------------------------------

    this is about the clone engine and porting
    but other things too.

    I know typos
    but I wrote this quickly


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    « Reply #575 on: June 05, 2012, 04:45:39 PM »


    Kay so I just came about this so I'm totally new with this clone engine thing. How exactly does this work?
    I mean is this for like adding more character spaces into the game so we can port other characters over a particular model (eg if I want to use link as well as Oni Link without losing any other chartacters)
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    « Reply #576 on: June 05, 2012, 04:51:00 PM »


    correct it is being worked on
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    « Reply #577 on: June 21, 2012, 02:15:24 PM »


    just some  questions

    can somebody tell me which are de offset to change on marth .rel??

    i have 5 clones of ike on my game but there is a limit about the number of the clones u can have?

    why dante over pikmin doesn't need  gtc codes to work corretly??
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    « Reply #578 on: June 21, 2012, 02:31:17 PM »


    1) dont ask that here. jsut compare 2 marth .rels one edited
    2) no
    3) it does
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    « Reply #579 on: June 23, 2012, 03:01:10 AM »


    Just a question. I tried doing a FitPurin00.pac/pcs edit to include one of my own models since I saw all sort of models port over characters (such as Marth, Peach and so on as long as they are on a FitPurin00.pac/pcs) and downloaded a fresh, unedited G&W rel file (only character that I don't use at all...) My model has more bones than G&W, which is good, since it is somehow needed. I included a FitZelda.pac and a FitZeldaMotionEtc pac file to go with, but... the Wii crashes after choosing a stage. Why is this happening? Do I need to edit the .rel file, and if yes, with what?

    EDIT : Nevermind, got it working with a hex-editing program Smiley
    « Last Edit: June 23, 2012, 03:12:33 AM by TokoyamiTheDark » Logged

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    « Reply #580 on: June 23, 2012, 07:59:19 AM »


    Anyone have try the "wiiscruber" way ?

    In pure theory, if we copy and rename the .rel by the one we want replace with all the file inside the "fighter" folder and if we rebuild the partition, maybe this should be work ?

    i will try this theory, see what i can have.

    Post Merge: June 23, 2012, 08:08:02 AM
    No... That has already been tried, it wont work..

    Now i'm sad Sad i need the stuff inside the "FitSonicFinal.pac" ! ...
    « Last Edit: June 23, 2012, 08:08:02 AM by Novarek » Logged


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    « Reply #581 on: June 23, 2012, 08:19:49 AM »


    What do you mean? for PSA? the rel is not needed for that, is it not?

    I need it for the model slot inside, it's for a Blaze PSA, and i want a burning Blaze final smash.
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    « Reply #582 on: June 23, 2012, 08:41:55 AM »


    I don't understand, if your just trying to get a model from FitSonicFinal.pac can't you extract the .brres than inject that into the .pac your using for you PSA?

    I'm new in ssbb hack, but that mean i will absolutely need to do HEX for the psa in that case, right?

    If i able to avoid this... :p

    But if i have no other option, i will do it.
    « Last Edit: June 23, 2012, 08:43:28 AM by Novarek » Logged


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    « Reply #583 on: June 23, 2012, 09:05:46 AM »


    No, use Brawlbox to extract the .brres, no hex editor needed for that.

    For this part i know, it's in the PSA itself i fear i will need to use HEX, for activating/switching the model in the final smash.

    Edit: or, i need to use the .rel way for cloning Sonic into a other character and directly edit it, this mean i still need to do HEX but maybe it's a easier way but i don't know if this character can be ported ????
    « Last Edit: June 23, 2012, 01:13:38 PM by Novarek » Logged


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    « Reply #584 on: June 25, 2012, 05:46:39 PM »


    Authntic question here:

    Okay you know the Marth over Alloy and Company?

    does this officially work? like i don't know how to officially activate the Alloys, is there a code or css edit that makes the Alloys have a seperate icon themselves?

    you know the whole works
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