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Clone Engine Discussion (The ARF Engine.)

Wolfric

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GoodLuckTrying
I did post the codes, but this code is so complex that IDC about writing a tutorial for it...
http://opensa.dantarion.com/wiki/Clone_Engine_Example_Codes

note. im pretty sure a few of these codes have typos
So if I paste these codes the exact way they are there and pack them into a .GCT, I'll be able to use Roy?

And if that's the case, the folder where the files of Roy should be put should be named what?

(I think it's way more complex than this...Won't hurt to ask.)
 

RandomTBush

Smash Ace
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Donut Plains
So if I paste these codes the exact way they are there and pack them into a .GCT, I'll be able to use Roy?

And if that's the case, the folder where the files of Roy should be put should be named what?

(I think it's way more complex than this...Won't hurt to ask.)
I'm guessing you have to make a new folder called "Roy" in the "fighter" folder, along with a set of renamed files from "FitMarth" to "FitRoy". And you'll need to make a CSS code that adds in the MarioD value.

I'm gonna try this out later on and see if I can get it working.
 

Bero

Smash Journeyman
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409
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What makes me wonder is why you can understand meanings of processing though mnemonics are too simple to understand.
 

Gaddswell

Smash Cadet
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May 11, 2006
Messages
65
Don't forget that you're probably gonna need a ft_roy.rel (a renamed ft_marth.rel) file in the module folder as well, judging from what Dant posted.

Anyone know the CSS ID that adds in debug Mario? I wanna give this a try.
 

Dantarion

Smash Champion
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No one try it. Seriously, theres like 4 or 5 more codes that need to be loaded for this to work.
http://opensa.dantarion.com/wiki/Patching_Charcter_Modules
Bero, I have no idea what you were trying to say, but ASM is easy to understand when you have a memory dump of the game. I didn't use one before, but I have started using one.

With other games, you can just debug the .dol in IDA and you will be fine, but 90% of the good stuff in Brawl is inside sora_melee.rel, and while the module editor will show you the asm, its not much better than a hex editor without the memory dump to see the graphical branches and references of functions
 

RandomTBush

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Yeah, I didn't think so after looking through the codes again, because of how few there were. Either way, I'll be waiting patiently for the final release.
 

Eternal Yoshi

I've covered ban wars, you know
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3DS FC
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I was catching ZZZZzzzzs when this stuff happened.
I FINALLY cured my insomnia.

What's this about an alpha version of the clone engine being out?
 

Bero

Smash Journeyman
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@Dantarion
Oh, I wanted to say you are amazing.
Also, I wanted to say that each mnemonic like "li" "lwz" "stw" are easy to understand (There are Japanese list of their usage. Of course, I can understand it), but I can't imagine what they are doing (opening file? calling function? making variable? If I were able to understand them, I could understand rels!).
 

Dantarion

Smash Champion
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@Dantarion
Oh, I wanted to say you are amazing.
Also, I wanted to say that each mnemonic like "li" "lwz" "stw" are easy to understand (There are Japanese list of their usage. Of course, I can understand it), but I can't imagine what they are doing (opening file? calling function? making variable? If I were able to understand them, I could understand rels!).
I could write a guide on doing ASM debugging, but its kinda hard.

You can't just look at it and understand it, you have to step through it with USBGecko, change a value in a register, run the game, and see what happens. A lot of the time you can see "Oh, it has the character ID for this character in r3, lets change it and see if that affects anything, etc."
 

Bero

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@Dantarion
Thanks for answering my off-topic question. I hope to be a hacker as you someday.
 

Eternal Yoshi

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I just tried it out and it is amazing work.

@Eternal Yoshi
We can load Roy separately now with the codes posted on the OpenSA wiki.
If Dant's post from the previous page is any indication, I'll wait a while before trying it.
 

Dantarion

Smash Champion
Joined
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Universal Walljumping [Dantarion]
C285893C 00000003
2C030024 4082000C
38600001 48000008
7C63002E 00000000

No Walljumping [Dantarion]
C285893C 00000003
2C030024 4082000C
38600000 48000008
7C63002E 00000000


This code is related to clone engine findings. Its an IC-Const override!
 

br3compactor

Smash Ace
Joined
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Messages
792
Location
Brazil
Well, I'll be following Dant's advice and not trying this until it's completely ready.

BTW, Dant, after what you found up to now, do you really think we'll really be able to get 7 more characters?

Also, when you finish it, please teach at least one person how to use it exactly. A tutorial on this needs to be up, and if you don't plan on doing it, somebody else should.
 

Dantarion

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The problem with "Making a tutorial" is that theres literally 30 min of work to get a character working, a lot of hex math, and most of the time, I am doing my testing by usbgecko, which is something the average joe can't do.
 

shanus

Smash Hero
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Nov 17, 2005
Messages
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Universal Walljumping [Dantarion]
C285893C 00000003
2C030024 4082000C
38600001 48000008
7C63002E 00000000

No Walljumping [Dantarion]
C285893C 00000003
2C030024 4082000C
38600000 48000008
7C63002E 00000000


This code is related to clone engine findings. Its an IC-Const override!
Psh, these codes can be done in 2 lines @ 21980 in fighter.pac :p
 

shanus

Smash Hero
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Messages
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I'm starting to tihnk there are more IC-Consts than we have listed as there are more than 13 23XXX ICBas in fighter.pac
 

br3compactor

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I think I understood what you mean. So if there's gonna be 7 new slots, for people to place whichever characters they'd want in there, it would, first, be necessary that you make all 36 characters possible (with codes for each). Then, and only then, people would be able to choose whichever 7 they'd want.

Did I get it right?

That'd mean a lot of work to you. O.o
 

Revven

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No... you have it all wrong.

Dantarion has 7 empty unused slots to stick characters in. What this code (or codes) is supposed to do is allow you to create an extra 7 slots of whatever character(s) each slot is based off of. So here's a good example:

Say you want to make Waluigi his own slot and you put him originally over Captain Falcon. You would take CF's slot and essentially duplicate it but patch whatever is necessary to patch to get the game to recognize Waluigi as his own character and character files. Make sense? (I put this in simplest terms possible, it's not that detailed on purpose).

Dantarion is at the moment fixing every little bug that occurs when making the slot and using x character as the basis.
 

br3compactor

Smash Ace
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You're thinking the exact thing I was thinking before reading what Dant wrote.

The problem with "Making a tutorial" is that theres literally 30 min of work to get a character working, a lot of hex math, and most of the time, I am doing my testing by usbgecko, which is something the average joe can't do.
That he done to "cloning" (or ARFing?) Marth as Roy. Not only that, but, looking at the codes, the coding involves making the game understand the Roy files (FitRoy.pac for example). Just Roy.

That means he needs to make codes for, say, FitShadow to be understood. Codes for FitCloud. And the list goes on...

So I think I was, in fact, who got it right.
 

Revven

FrankerZ
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He doesn't have to make codes for every character, you have to take the codes he makes and edit them yourself to get the characters you want. And that's why it's difficult, because these codes can be tricky to work with. Because you can make simple errors like character IDs being wrong and **** up your save file.
 

br3compactor

Smash Ace
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Dude, you're not trolling me, are you?

He doesn't have to make codes for every character, you have to take the codes he makes and edit them yourself to get the characters you want. And that's why it's difficult, because these codes can be tricky to work with. Because you can make simple errors like character IDs being wrong and **** up your save file.
The problem with "Making a tutorial" is that theres literally 30 min of work to get a character working, a lot of hex math, and most of the time, I am doing my testing by usbgecko, which is something the average joe can't do.
I'm assuming that, in short, he doesn't expect us to make 'em. The reason? Just read his post.
 

ds22

Smash Lord
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Messages
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Rotterdam, The Netherlands
Do people here still have problems getting an extra Marth slot after applying the codes?
Because I might know what the problem could be...
EDIT: here is something that could make it work (by all means, if this is inappropriate, go ahead and delete this post):

Custom CSS v3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002B
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 23201B5D
5E5C1121 18221226
27285100 00000000
 

Eternal Yoshi

I've covered ban wars, you know
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Examining the existing codes through a hex editor does help in understanding the codes a bit.

I'm still waiting to back up my save data.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
Examining the existing codes through a hex editor does help in understanding the codes a bit.

I'm still waiting to back up my save data.
How do you back up save data? Isn't it impossible to copy the Brawl save file? I've tried the codes out so far and had it crash but my save file is fine

Do people here still have problems getting an extra Marth slot after applying the codes?
Because I might know what the problem could be...
EDIT: here is something that could make it work (by all means, if this is inappropriate, go ahead and delete this post):

Custom CSS v3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002B
00090D0C 0515011A
0A071325 1002240E
0F140616 1F172903
040B1908 23201B5D
5E5C1121 18221226
27285100 00000000
Yes I used that, got beep of death opening the CSS, the only time it sort of worked was when I turned off any custom CSS, but there was no way to play as Roy as I couldn't pick him on the CSS, and then playing the game normally would freeze after a few minutes, I suggest people wait, especially since it can screw up save files I guess... didn't know that.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
ds22, all the codes to make this work dont exist anywhere except for ProjectM.

It currently uses modified versions of the current CSS codes, and as a result, I am not publishing the codes until they are easily extendable. I mean, unless you want everyone to learn how to edit asm codes.
 
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