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Author Topic: Let's look into Module Fíles (.rel) - Defensive Collision is now!  (Read 207033 times)
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Sammi Husky
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    « Reply #360 on: January 23, 2014, 05:13:46 PM »


    honestly, it's probably just me that wants it XP so you don't have to if you don't wanna. but yea that sounds like a great idea.
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    pikazz
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    « Reply #361 on: January 24, 2014, 08:30:39 AM »


    tried to transform between 3, doesnt look bright :/ cant make the second transform to third ;-; it will transform back to one again!
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    KingJigglypuff
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    « Reply #362 on: January 24, 2014, 08:31:46 AM »


    Darn. ;-;

    Maybe someone like Dant or PW could attempt to help.
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    pikazz
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    « Reply #363 on: January 24, 2014, 08:39:27 AM »


    Darn. ;-;

    Maybe someone like Dant or PW could attempt to help.
    from that I read, dant and/or PW would try to do slots thats for transforming character. I hope they found how to increase the module memory, its quite small D:
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    Sammi Husky
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    « Reply #364 on: January 24, 2014, 12:02:34 PM »


    You may want to take a looksee at the pokemon trainers module and psa in order to see if there are any major differences. :/ it may have something to do with the individual pokemon's methods inside the ft_poke.rel or something inside the individual pokemon's psa
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    Dantarion
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    « Reply #365 on: January 24, 2014, 12:53:43 PM »


    pikazz, what slot are you using to try to do triple transform?
    I think you will have to use PT's...
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    pikazz
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    « Reply #366 on: January 24, 2014, 03:29:31 PM »


    pikazz, what slot are you using to try to do triple transform?
    I think you will have to use PT's...
    I tried with a extra slot. I will test with the PT slot!

    EDIT: I was quite afraid of this, but thanks by ssbb's low module memory, it is very hard to do transformation characters. it seems that if 2 modules together are over 360kB, it will freeze on a special way. ready on 282kB can be on its peak!

    the reason why Jigglypuffs and Marths Module work was they only reached to 209kB, which is the same module size as Marios!

    so until when we can either find a way to comprass modules or increase the moduel memory, the Project "Let the Swap Begin" is on ice!
    « Last Edit: January 25, 2014, 05:02:27 AM by pikazz » Logged

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    BlueBrain
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    « Reply #367 on: January 25, 2014, 09:34:54 AM »


    marth to marth could work perfectly fine, right?
    so marth-roy tag team could be possible... xD
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    pikazz
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    « Reply #368 on: January 25, 2014, 10:17:07 AM »


    marth to marth could work perfectly fine, right?
    so marth-roy tag team could be possible... xD
    yes, Marth to Marth would work perfectly! cause Jigglypuff + Jigglypuff worked perfectly!
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    pikazz
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    « Reply #369 on: February 11, 2014, 01:00:35 PM »


    so, I took a little closer look at the PSA Command "Defensive Hitbox" which makes the character being able to either reflect or destroy incoming Articles!
    example is Marios Cape or Links Shield on his Wait1 or SquatWait

    I have almost all information to make it workable! there is only thing that missing to make it work on other character. here is all the information I have so far:
    <fighter>.Method[2][2] is the main thing that calls up the other Methods!

    <fighter>.Method[17][43] appears to be of sound effect and grapfics
    <fighter>.Method[17][45] is currently unknown, but seems to relate to Hitstun + movement (example Links shield gets hit by a fully Charge beam and he slides away a bit with hitstun)
    <fighter>.Method[17][46] unknown, but appears to be what kind of defensive hitbox it will be. all who can reflect has this but Link + Toon Link hasn't
    <fighter>.Method[17][48] appears to controll what action will play if it gets hit! example is Wolfs action there he uses another Action once hit

    there is something thats missing, I know it! tried to give jigglypuff the information, but it only reflectable (with franklin badge hitsound) the first time in the game until you change subaction/action

    also, PW! remember when you asked me how Links defensive hitbox gets load with the LA-Bit command? I found out how <w<
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    « Reply #370 on: February 11, 2014, 01:55:40 PM »


    This is great! Your really great at figuring this module stuff out pikazz! Also, I know project let the swap begin is on ice, due to the fighter overlay's memory limitations..but I would really like to see a tutorial on how to reproduce your results Cheesy that way I can mess around and see if I can maybe increase the memory allocated to it, or reduce the size of the .rels.

    Or you could PM me a quick overview of the process.. :3 i'd love to be able to help figure this out
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    pikazz
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    « Reply #371 on: February 11, 2014, 02:32:22 PM »


    This is great! Your really great at figuring this module stuff out pikazz! Also, I know project let the swap begin is on ice, due to the fighter overlay's memory limitations..but I would really like to see a tutorial on how to reproduce your results Cheesy that way I can mess around and see if I can maybe increase the memory allocated to it, or reduce the size of the .rels.

    Or you could PM me a quick overview of the process.. :3 i'd love to be able to help figure this out
    sure, I will send you a quick PM a easy overview of it!

    EDIT: a small update on Let the Swap begin, I did manage to do Metaknight and successfully swap Metaknight - Metaknight, but the wierd thing is if I trying with a diffirent character like Jigglypuff, it goes into a silent freeze when stage is selected

    same error on Pit + someone else, but Pit + Pit is more memory than the Wii can handle D:
    « Last Edit: February 12, 2014, 04:07:32 AM by pikazz » Logged

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    PhantomWings
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    « Reply #372 on: January 03, 2015, 12:11:27 PM »


    This goes under module research, so I guess I'll post it here.

    At the request of BronzeGreekGod, I thought I'd try and do a bit of work with character modules and articles. The following module file will allow Lucario to have up to 8 Aura Spheres on screen at once. Besides that, everything else is the same. I've packaged a small sample moveset that allows Lucario to use his Aura Spheres faster so anyone can test it out if they want to, but the moveset changes aren't necessary - just the module.

    [Lucario Aura 8.zip]

    When I get some time, I'll see about adding some info about the procedure up onto the OpenSA website.
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    pikazz
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    « Reply #373 on: January 03, 2015, 12:19:24 PM »


    This goes under module research, so I guess I'll post it here.

    At the request of BronzeGreekGod, I thought I'd try and do a bit of work with character modules and articles. The following module file will allow Lucario to have up to 8 Aura Spheres on screen at once. Besides that, everything else is the same. I've packaged a small sample moveset that allows Lucario to use his Aura Spheres faster so anyone can test it out if they want to, but the moveset changes aren't necessary - just the module.

    [Lucario Aura 8.zip]

    When I get some time, I'll see about adding some info about the procedure up onto the OpenSA website.
    Wow! Thats great 8D Will test that out!

    Also, did you get My PM i sent to you?
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    « Reply #374 on: January 03, 2015, 12:22:14 PM »


    This goes under module research, so I guess I'll post it here.

    At the request of BronzeGreekGod, I thought I'd try and do a bit of work with character modules and articles. The following module file will allow Lucario to have up to 8 Aura Spheres on screen at once. Besides that, everything else is the same. I've packaged a small sample moveset that allows Lucario to use his Aura Spheres faster so anyone can test it out if they want to, but the moveset changes aren't necessary - just the module.

    [Lucario Aura 8.zip]

    When I get some time, I'll see about adding some info about the procedure up onto the OpenSA website.

    This might be dumb, but why 8 spheres for Lucario?
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