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Author Topic: Perfect .Rel porting Progress -Lucario is first Pack. Ganon is new .rel-  (Read 343379 times)
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Cyanide65
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« Reply #630 on: July 11, 2013, 03:46:45 PM »


Voted for Link, there are about three PSA I want to have
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    « Reply #631 on: July 11, 2013, 04:14:18 PM »


    Mario perfect port pack is close to be done(will be uploaded with Doctor mario moveset)
    just needing soundbank code on the charaters mario is over and i have ported on

    so his Sounds works always

    i found out sometimes the sounds dont work if not mario vs. mario clone(or other charater)
    so the PNP rels still needing soundbank code
    no they dont like PW pointed out the sound will never work on the first fight its only on the second fight  or so that it will work he explained that in detaill something about the sound loading before the rel and only when the pac is called for a second time its where the info will load

    Post Merge: July 12, 2013, 02:52:31 AM
    Pw we discovered something aparently the id of the external gfx for each char isnt stored on the rel but on the eff file inside their fitxxx.pac for example on a hack over ike if you replace ike ef file for squirtle you need to call the external gfxs  using squirtle ids, is there any way you could find out where the eff files id is? if so i think if we changed to an empty slot like a number no char uses and edited the ext gfxs on the pac file to that new number there would never be any extgfx problems when facing the original
    « Last Edit: July 12, 2013, 02:52:31 AM by Carnage » Logged


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    « Reply #632 on: July 12, 2013, 06:43:19 AM »


    I had a list hosted on the OpenSA wiki with all the effect.pac IDs, but lost it when the site went down (it's still on the server apparently, just inaccessible for the time being).
    But to my recollection you can't use an empty effect file for some reason, so you would have to use an effect file already in use.
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    « Reply #633 on: July 12, 2013, 07:09:21 AM »


    I had a list hosted on the OpenSA wiki with all the effect.pac IDs, but lost it when the site went down (it's still on the server apparently, just inaccessible for the time being).
    But to my recollection you can't use an empty effect file for some reason, so you would have to use an effect file already in use.

    i would like to know what to change is there any way to retrieve that list? because i could redirect it to like the alloys effec.pac or giga bowser or something so it would almost never happen gfx glithces but if you can retrieve it and tell me the ids offsets i would apreciate
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    « Reply #634 on: July 12, 2013, 07:45:32 AM »


    The effect files for both Giga and the Alloys are empty though (the former being included into Bowser's effect file), so even if I had those IDs, you wouldn't be able to use them.
    And as soon as the server is back up, I'll be able to access the list again.
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    « Reply #635 on: July 12, 2013, 08:28:10 AM »


    The effect files for both Giga and the Alloys are empty though (the former being included into Bowser's effect file), so even if I had those IDs, you wouldn't be able to use them.
    And as soon as the server is back up, I'll be able to access the list again.

    this works perfectly i just tryed it its amazing

    what did i do i went to the effect folder and got knuckle joe  effect.pac and i added some models gyarados uses and  i can call joe gfx with gyaraods on mario so this solves all the gfx glitches rel ports have if i knew what to change on mario effect file to be an assit trophy id  it would be amazing , this works perfectly with no gfx for the assit trophys if you add gfx since the playable char will always spam first

    the thing is i cant use this on gyarados due to  needing the mario reff for the fludd water but every psa that doesnt use reff can be 100% gfx glitch free  if you dont replace the assit trophys effects and just add onto it.
    now i really want to know what numbers to change to make mario effect file be  like mr resetii  and it would rel port flawlessly
    « Last Edit: July 12, 2013, 08:55:23 AM by Carnage » Logged


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    « Reply #636 on: July 14, 2013, 03:25:19 AM »


    I can't get Sonic to work over Ice Climbers Sad
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    « Reply #637 on: July 14, 2013, 09:01:44 AM »


    I can't get Sonic to work over Ice Climbers Sad
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    You need the character replacement code for Ice Climbers. But the code has flaws that I will say is not good.
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    « Reply #638 on: July 14, 2013, 01:01:59 PM »


    I can't get Wolf to work over Ness.
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    « Reply #639 on: July 14, 2013, 01:41:33 PM »


    did you edited the rel on the module editor for ness ids?the 2 values?
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    « Reply #640 on: July 14, 2013, 02:10:25 PM »


    did you edited the rel on the module editor for ness ids?the 2 values?

    Yes. Everything is fine, the problem is when I use it on Brawl Mode.
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    « Reply #641 on: July 14, 2013, 02:58:21 PM »


    did you renamed all the wolf files to ness and put them on the ness folder? since  the rel works i have wolf ported over another char and it works and ness doesnt have anything special for it not to work did you put the edited  rel on the module folder?
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    « Reply #642 on: July 14, 2013, 03:53:54 PM »


    did you renamed all the wolf files to ness and put them on the ness folder? since  the rel works i have wolf ported over another char and it works and ness doesnt have anything special for it not to work did you put the edited  rel on the module folder?

    Everything is in the right place.
    And works fine, but only on Training mode. When I test it on other gametypes, it freezes before the match starts.
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    « Reply #643 on: July 14, 2013, 05:32:02 PM »


    Everything is in the right place.
    And works fine, but only on Training mode. When I test it on other gametypes, it freezes before the match starts.
    since pw rels cover entrys and such you must not have all the files on the right place the only way to help would be you uploading your Ness folder and module  otherwise  if everything is in place it should work flawlessly
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    « Reply #644 on: July 14, 2013, 07:25:52 PM »


    since pw rels cover entrys and such you must not have all the files on the right place the only way to help would be you uploading your Ness folder and module  otherwise  if everything is in place it should work flawlessly

    Here is my Ness folder (I'm using the Wolverine PSA):
    http://www.mediafire.com/download/hmdn6d1ni78gqhs/ness.rar

    And here is my module folder:
    http://www.mediafire.com/download/1v2a5a09x1444xg/module.rar

    The Ness folder is at the fighter folder and the module folder is at the pf folder, along with the fighter one and my .cgt file.
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