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title is misleading>.> - 6 (12.8%)
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Author Topic: New Soul Calibur/Tekken Engine V1.0 Released  (Read 12592 times)
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Don Jon Bravo
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    « on: June 09, 2013, 05:48:24 PM »


    <a href="http://youtu.be/qzB1i_w3e-8" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/qzB1i_w3e-8</a>

    outdated video.  new video on pg2.

    So how does it work:
    Simple.
    If you have ever played tekken or Soul Calibur you must be familiar with the ability of changing axis in game.  Well this code does the same.  You can change axis of battle when you shield.  Its still a work in progress but i havent received any glitches.
    Original code is by Phantom wings, I made some edits to make the code switch in game.
    The codes are finished but I wont release them yet because I plan to add more axis options and am currently looking for a camera sensitive code to go with it if possible.
    Also:
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    « Last Edit: May 30, 2015, 11:31:47 PM by Don Jon BravoEX » Logged


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    « Reply #1 on: June 09, 2013, 06:09:47 PM »


    nice
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    « Reply #2 on: June 09, 2013, 06:23:04 PM »


    That's pretty cool.

    I'd imagine that the collisions still stay the same though. Do they?
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    « Reply #3 on: June 09, 2013, 06:27:51 PM »


    But I wonder how will certain stages such as Final Destination and Battlefield will work out...
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    « Reply #4 on: June 09, 2013, 06:28:27 PM »


    this just may open more ideas for stage hacking
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    Don Jon Bravo
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    « Reply #5 on: June 09, 2013, 06:29:02 PM »


    That's pretty cool.

    I'd imagine that the collisions still stay the same though. Do they?
    But I wonder how will certain stages such as Final Destination and Battlefield will work out...
    yep.
    it rotates the axis at some degree
    works well in stages like this one, or squared ones too
    if the stage is rectangular(like final destination),  when you activate the change of axis the characters look like they are floating on the sky when close to the edge because of the collisions
    I was trying to compile a final destination stage and edited it to go from rectangular to squarish by editing the scale of the bones but i couldnt see any changes in game to the stage, it was a fast test though. I might have done something wrong.  If somebody knows how to do this via brawlbox help me out lol
    it might also be possible to make a code that makes all stages "squarish" for the purpose of this code
    this just may open more ideas for stage hacking
    stage hackers rejoice
    « Last Edit: June 09, 2013, 06:46:48 PM by Mr.MW » Logged


    PhantomWings
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    « Reply #6 on: June 09, 2013, 08:54:33 PM »


    Hey, this is pretty cool.

    When I first made the angle axis code, I originally had a vision of something to the effect of a "Hold R to Freerun" code in the same vein as the battle systems from some of the later installments in the Tales series. But there turned out to be way too many things that would need to be refactored such as knockback directions and stage colliisions. I also didn't have access to any trigonometric functions at the time, so I had no way to map joystick direction to character angle. Given how far Brawl hacking has come, it'd be cool to one day try go back and try to do it...

    Anyways, what you have here is really neat. I also saw that you managed to get the old FP 4.0 code working. I'm a bit surprised because I don't even remember completing it - let alone making a post releasing it.

    Nice job MW.
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    « Reply #7 on: June 09, 2013, 09:07:12 PM »


    This is really cool, if only from a visual stand-point. It makes battles look a lot more dynamic, for sure.
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    « Reply #8 on: June 10, 2013, 09:38:38 AM »


    Nice!

    So how does Sonic's Homing Attack or Samus' Homing Missile work? xD
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    « Reply #9 on: June 10, 2013, 11:21:35 AM »


    Wonderful ! AWESOME 2.0!
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    Don Jon Bravo
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    « Reply #10 on: June 11, 2013, 07:28:47 PM »


    Hey, this is pretty cool.

    When I first made the angle axis code, I originally had a vision of something to the effect of a "Hold R to Freerun" code in the same vein as the battle systems from some of the later installments in the Tales series. But there turned out to be way too many things that would need to be refactored such as knockback directions and stage colliisions. I also didn't have access to any trigonometric functions at the time, so I had no way to map joystick direction to character angle. Given how far Brawl hacking has come, it'd be cool to one day try go back and try to do it...

    Anyways, what you have here is really neat. I also saw that you managed to get the old FP 4.0 code working. I'm a bit surprised because I don't even remember completing it - let alone making a post releasing it.

    Nice job MW.
    thanks
    when i first saw this code, i wondered why no one had thought about doing something similar to what im doing

    about file patch 4
    it works
    the reason why you were getting freezes with bowser, icc, and all transforming characters is because you were using a Japanese sound brsar to test(which is what you were limited to at the time)
    I'm assuming its not compatible with the ntscu version of this game.
    I used an english sound brsar and modified it with brawlbox, and it worked.
    it doesnt like some type of hacks though, which i havent really looked into for a while, and there were some random initial crashes before going into the css

    btw did you know about dolphins cheat manager
    its almost the same as wiird except you can do it all in your pc with a backup of your ssbb game
    it would be nice to see you back in action
    Nice!

    So how does Sonic's Homing Attack or Samus' Homing Missile work? xD
    everything works the same
    except in a different angle
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    « Reply #11 on: June 11, 2013, 11:12:43 PM »


    about file patch 4
    it works
    Are you referring to your edited File Patch 4 or the original? If it's the original, I suppose I'll run a few tests of my own to double check it.
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    Don Jon Bravo
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    « Reply #12 on: June 12, 2013, 05:17:38 PM »


    the original file patch 4
    i did an edit but i dont think it did any help
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    « Reply #13 on: July 06, 2013, 08:45:21 AM »


    this goes hella haarrrrd! but tha Preview video should show off the codes alot more. i didnt kno wut the video was about until like, halfway thru.
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    « Reply #14 on: July 10, 2013, 12:04:16 AM »


    wow, this is pretty cool. i think someone from the gscentral forums made a similar code, back when the file patch code was only a year or so old. i like it!
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