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Author Topic: Project M Codes  (Read 21347 times)
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Velen
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    « Reply #45 on: May 06, 2014, 04:42:15 PM »


    When did Dant call anyone an idiot?

    Stop making [censored] up.

    He's not, Nano. The previous posts that have SB all fired up have been deleted (I think), that and -not gonna lie- incompetence is often equated with the word idiot by a lot of people.

    Still doesn't make him being antagonistic okay by any stretch, him getting in Dant's face isn't going to do anything productive and he should know that.
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    « Reply #46 on: May 06, 2014, 05:11:40 PM »


    SonicBrawler i don't think Dant was trying to imply anything by asking what you can do. I think you being fired up is causing you to take things the wrong way at the moment. I would really like if this thread could become a productive conversation rather then just a place to call each other out. Sad

    Also, MasterHand is a Melee moveset viewer similar to PSA without editing capabilities
    « Last Edit: May 06, 2014, 05:15:04 PM by Sammi Husky » Logged

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    « Reply #47 on: May 06, 2014, 05:58:26 PM »


    I would really like if this thread could become a productive conversation rather then just a place to call each other out. Sad

    probably wont happen.

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    « Reply #48 on: May 06, 2014, 06:00:41 PM »


    probably wont happen.


    I really wish it did. I want to talk about the codes already, not becoming a spectator to some argument.  Kirby Dance
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    « Reply #49 on: May 06, 2014, 06:08:12 PM »


    so my question is
    what specifically has to be done to get the Lucario OHC to work since i was told in my thread it wont work by itself
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    « Reply #50 on: May 06, 2014, 06:11:03 PM »


    Also, MasterHand is a Melee moveset viewer similar to PSA without editing capabilities

    As a Brawl modding forum, I can see why that didn't even appear around here.

    So...

    Well, at least Dantarion said openly he doesn't want to make tutorials for people.

    I have tried learning a bit of coding in order to understand what the codes do. I think it was Dantarion himself who linked this?

    http://geckocodes.org/index.php?arsenal=1

    However, I think it'd be a lot easier for someone with at least some previous knowledge of programming. Learning to program from the very beggining, without a teacher, by myself, is, at least, discouraging.

    Seeing these codes, though, has sparked a curiosity in me.

    Memory Extention for FighterXResource2 [Dantarion]
    Salty Runback (Hold L+R+Y to rematch instead of result screen) V2 [ds22, Dantarion]

    Looking at codes like these I can't help but wonder... how? How do they work, why do they do what they do? What each of these numbers mean to do what they do?

    A written explanation of some of these codes would be so great... but then again, people would begin to modify P:M to fit their tastes, so I guess that is never going to happen.


    so my question is
    what specifically has to be done to get the Lucario OHC to work since i was told in my thread it wont work by itself

    Dude... I don't think Dantarion or anyone who KNOWS the answer to that is going to help you at this point...
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    « Reply #51 on: May 06, 2014, 07:20:46 PM »


    br3compactor, thats definetly the place to get started looking at the codes.

    One thing to note is that a TON of the Project M codes are all C2 codes, as injecting into the games assembly and writing ASM is the best way to do things if you can, and is a bit cleaner than doing conditional memory writes, which is how a lot of older codes work.

    The memory extention code increases the size of the memory pools used for loading character data. You can use it to bypass the file size limit. However, that code in particular breaks a few modes...I think SSE and Tournament don't work with it on. (I tested in dolphin and it does work in dolphin, but dolphin doesn't have IOS hogging up a chunk of memory)

    The Salty Runback code does what it says, just hold..the buttons it says after a match...and it will instarematch instead of going to the result screen. This code is funny because it was made by accident. Oops. Doesn't work on transforming stages, and transforming characters stay transformed.

    SonicBrawler, you told me you decoded the GCT. If that wasn't a lie, then how did you know which code was the Lucario OHC one in that thread you made?

    I don't know how it works, I'd have to spend time looking at it to figure it out, shanus made that one, M Lucario was designed by him, after all Cheesy
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    « Reply #52 on: May 06, 2014, 07:37:07 PM »



    Looking at codes like these I can't help but wonder... how? How do they work, why do they do what they do? What each of these numbers mean to do what they do?



    well if your REALLY starting out, watch this http://www.twitch.tv/internetexplorer6/c/1814114

    When i was VERY FIRST getting into code creation i watched this, helped me understand ALOT. then the stuff on that page you linked will be alot easier to understand Wink

    The C2 codes that Dantarion is talking about is the codetype for asm injections, but before you learn about those you need to brush up on what assembly is, and then start learning ppc asm. If i had any resources to ppc asm stuff i would link ya, but sadly i don't :/

    asm is really important in modifying the guts of the game, because just about ANYTHING is possible with enough edits to the asm. The .rel files have an asm section for example which is responsible for about everything the character does and the game does to characters

    As an example, here is the actual ASM from part 1/12 of the turbo mode code from SB's thread.

    ADDRESS: 807803A0

    stw r3,32(r2)
    stw r4,36(r2)
    lwz r12,44(r3)
    lwz r12,4(r12)
    lhz r0,8(r12)
    cmpwi r0,5
    bne- 0xE8
    lwz r0,52(r3)
    cmpwi r0,58
    beq- 0xDC
    cmpwi r0,60
    beq- 0xD4
    lwz r3,204(r3)
    lwz r4,112(r3)
    lwz r5,32(r4)
    lwz r5,28(r5)
    lwz r12,0(r5)
    andi. r12,r12,1024
    cmpwi r12,1024
    bne+ 0xB4
    lwz r5,36(r4)
    lwz r5,28(r5)
    lwz r12,4(r5)
    rlwinm r4,r12,9,31,31
    cmpwi r4,1
    beq- 0x9C
    lis r4,256
    or r12,r12,r4
    stw r12,4(r5)
    cmpwi r0,51
    bne+ 0x14
    lis r4,16384
    lwz r12,0(r5)
    andc r12,r12,r4
    stw r12,0(r5)
    mflr r12
    stw r12,40(r2)
    lwz r4,32(r3)
    lwz r4,48(r4)
    lwz r3,120(r3)
    lwz r3,224(r3)
    addi r3,r3,80
    lis r12,-32636
    ori r12,r12,46808
    mtctr r12
    li r12,9001
    bctrl
    stw r31,44(r2)
    lis r31,-28644
    ori r31,r31,17676
    lhzu r5,4(r31)
    cmpwi r5,32767
    beq- 0x24
    lhz r4,2(r31)
    lwz r3,32(r2)
    lwz r3,44(r3)
    lis r12,-32648
    ori r12,r12,5568
    mtctr r12
    bctrl
    b 0xFFFFFFD8
    lwz r31,44(r2)
    lwz r12,40(r2)
    mtlr r12
    lwz r3,32(r2)
    lwz r4,36(r2)
    li r5,1
    « Last Edit: May 06, 2014, 07:46:34 PM by Sammi Husky » Logged

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    « Reply #53 on: May 06, 2014, 09:26:49 PM »


    Now I remember why I quit Brawl Hacking about two years ago.

    Melee hacker here. I began looking at Melee stuff long time ago. Why? Because Melee's stuff is harder to interpret, and I like a challenge. Hacking Melee is just in it's early stages. Right now we have parsed no file entirely except for HPS files (translation: background music), and even then we're a little limited. We wouldn't even have all the fighter data parsed, if Dant hadn't come with the Master Hand. Hacking anything is very tedious for one person, so that's why it's a community. Take me for instance. Other than a project codenamed "Melee Minus" (it's gonna be good), I'm looking into HPS and SSM data (music and SFX). While some of it was parsed a bit by GodF, it can help me to figure out the rest. Not to mention I've started coding some time ago (but that's irrelevant).

    tl;dr If you think Brawl Hacking is hard, don't touch Melee's disc.
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    « Reply #54 on: May 06, 2014, 09:34:25 PM »


    If we can get as far as the clone engine in Brawl, I think we could achieve anything.
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    « Reply #55 on: May 06, 2014, 09:39:22 PM »


    If we can get as far as the clone engine in Brawl, I think we could achieve anything.
    I agree. Can melee produce a clone engine?
    Most likely not,
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    « Reply #56 on: May 06, 2014, 09:56:21 PM »


    If we can get as far as the clone engine in Brawl, I think we could achieve anything.
    Let's make brawl 1080p. i dont mean in dolphin :>_>:
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    Velen
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    « Reply #57 on: May 06, 2014, 10:03:00 PM »


    Let's make brawl 1080p. i dont mean in dolphin :>_>:


    That would require new hardware, not software, dude. .__. What the Wii can do is tied to it's Graphics card.
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    « Reply #58 on: May 06, 2014, 10:21:37 PM »


    You know what I would like to see?
    Dolphin played on a virtual machine.
    coughDOLPHINcough
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    « Reply #59 on: May 06, 2014, 10:54:37 PM »


    I hate seeing arguments like this going on...


    I agree that the way the P:M codes were revealed wasn't the right way. I'm still glad to have them out in the open, though. It gives me the chance to take some of the codes and use them in Brawl+.



    I guess I'll post my module editor today. And we will see what people do with it. My guess is that nothing will be done, even though my module editor supports features that PW lacks. In fact, I don't see anyone doing much module editing (Outside of PW+PMBR).

    https://code.google.com/p/meleetools/
    https://code.google.com/p/brawldev/
    https://code.google.com/p/opensa3/
    I think it was Dantarion himself who linked this?

    http://geckocodes.org/index.php?arsenal=1
    well if your REALLY starting out, watch this http://www.twitch.tv/internetexplorer6/c/1814114

    Thank you guys for the links. I truly appreciate these, and I hope others do too.
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