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P:M Plug+Play .RELs (Module Files) Want to Port Ridley? Come here!/Modding FAQ

Next P+P .REL?

  • Peach

    Votes: 2 3.0%
  • Ike

    Votes: 9 13.6%
  • Wario

    Votes: 12 18.2%
  • Ganon

    Votes: 23 34.8%
  • Lucario

    Votes: 20 30.3%

  • Total voters
    66

Rage83

Smash Ace
Joined
Dec 14, 2013
Messages
631
How different is your Doctor Mario from PM's Mario?

(Asking this while we wait for more rel ports to be released)
He has an electric final Smash, a placeholder entry replacement, different Walk animations, one changed victory pose, a new lose pose, 2 different taunts, ported graphics, separate voice files(in the same soundbank as Mario), and some more differences. As for the actual moveset and stats, he's been reworked to be Mario's answer to Melee Captain Falcon's Ganondorf. In other words, he's been changed to be a slower, but stronger Mario, as was originally intended. IIRC, I slowed most non-jab attacks to take 120% of the original time, but are 1.2 times as strong. For example, an attack that did 10 damage as Mario would do 12 as Doc. Also, his actual movement stats have been changed to be a bit heavier than Mario, and while he is slower than Mario on the ground, he beat's Mario's air speed by a good measure. His pills have been changed to be smaller, but hit harder in exchange for the decrease in hitbox size. His Doc Jump Punch no longer makes coins come out of the opponent, and works differently. While it has a sweetspot in a very similar fashion to Luigi's version, Doc's one moves in a way that travels further horizontally than either of the Mario Bros. versions. Also, the sweetspot does damage witgh the light element, and Doc's mobility in special fall after the move is somewhere in between Mario and Luigi's. Alongside Doc, I'm considering releasing a companion edit for Mario, which would give Mario the Star Spin GFX from older PM versions(to differentiate Doc and Mario's spin visuals), and set his weight to 98(the same as PAL Melee's, emphasizes the difference between Doc and Mario's stats slightly).
 

PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
He has an electric final Smash, a placeholder entry replacement, different Walk animations, one changed victory pose, a new lose pose, 2 different taunts, ported graphics, separate voice files(in the same soundbank as Mario), and some more differences. As for the actual moveset and stats, he's been reworked to be Mario's answer to Melee Captain Falcon's Ganondorf. In other words, he's been changed to be a slower, but stronger Mario, as was originally intended. IIRC, I slowed most non-jab attacks to take 120% of the original time, but are 1.2 times as strong. For example, an attack that did 10 damage as Mario would do 12 as Doc. Also, his actual movement stats have been changed to be a bit heavier than Mario, and while he is slower than Mario on the ground, he beat's Mario's air speed by a good measure. His pills have been changed to be smaller, but hit harder in exchange for the decrease in hitbox size. His Doc Jump Punch no longer makes coins come out of the opponent, and works differently. While it has a sweetspot in a very similar fashion to Luigi's version, Doc's one moves in a way that travels further horizontally than either of the Mario Bros. versions. Also, the sweetspot does damage witgh the light element, and Doc's mobility in special fall after the move is somewhere in between Mario and Luigi's. Alongside Doc, I'm considering releasing a companion edit for Mario, which would give Mario the Star Spin GFX from older PM versions(to differentiate Doc and Mario's spin visuals), and set his weight to 98(the same as PAL Melee's, emphasizes the difference between Doc and Mario's stats slightly).
it's kind of funny that you've done this, because a doctor mario PSA is the reason I created the port in the first place. Many of the changes that I made are similar to yours; I guess that we had similar visions haha. I should finish mine at some point... I'll probably do it after I've finished Bomberman.
 

Rage83

Smash Ace
Joined
Dec 14, 2013
Messages
631
it's kind of funny that you've done this, because a doctor mario PSA is the reason I created the port in the first place. Many of the changes that I made are similar to yours; I guess that we had similar visions haha. I should finish mine at some point... I'll probably do it after I've finished Bomberman.
Do you mind telling me about yours? Curiosity's got me, haha.
 

Cahalan

Smash Ace
Joined
Aug 23, 2014
Messages
925
He has an electric final Smash, a placeholder entry replacement, different Walk animations, one changed victory pose, a new lose pose, 2 different taunts, ported graphics, separate voice files(in the same soundbank as Mario), and some more differences. As for the actual moveset and stats, he's been reworked to be Mario's answer to Melee Captain Falcon's Ganondorf. In other words, he's been changed to be a slower, but stronger Mario, as was originally intended. IIRC, I slowed most non-jab attacks to take 120% of the original time, but are 1.2 times as strong. For example, an attack that did 10 damage as Mario would do 12 as Doc. Also, his actual movement stats have been changed to be a bit heavier than Mario, and while he is slower than Mario on the ground, he beat's Mario's air speed by a good measure. His pills have been changed to be smaller, but hit harder in exchange for the decrease in hitbox size. His Doc Jump Punch no longer makes coins come out of the opponent, and works differently. While it has a sweetspot in a very similar fashion to Luigi's version, Doc's one moves in a way that travels further horizontally than either of the Mario Bros. versions. Also, the sweetspot does damage witgh the light element, and Doc's mobility in special fall after the move is somewhere in between Mario and Luigi's. Alongside Doc, I'm considering releasing a companion edit for Mario, which would give Mario the Star Spin GFX from older PM versions(to differentiate Doc and Mario's spin visuals), and set his weight to 98(the same as PAL Melee's, emphasizes the difference between Doc and Mario's stats slightly).
I was thinking of a concept companion piece to either your Doc or Pyotr's Doc PSA's:
Give mario his FLUDD back. but revamped in a way that fits into PM"s Meta-game.
Things to incorporate:
1. The FLUDD Nozzle's
a) Each nozzle would work similarly to their closest special move in terms of functionality
b) The turbo nozzle would be a nod to Wario's side b
c) The Rocket Nozzle gives Mario's up-b some extra UMPH and power, but leads to Special fall status at full charge. Normally would go into mario's free fall otherwise.
d) Normal FLUDD does damage ala Squirtle's Water gun.
e) A fully charged FLUDD (Down B) would turn into a high-pressure FLUDD. Great for Horizontal Kills
2. A universal charge for each of the FLUDD variations above.
3. Each variation of FLUDD not mapped to down-b would be accessed by either side-b +A or up-b+A respectively.
 

PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
Do you mind telling me about yours? Curiosity's got me, haha.
Well, my concept centered more around sweetspots, but the full changelist is HERE. As for the soundbank code, check OP for the code.

In other news, a Marth P+P .REL has been released in the OP. oddzxc oddzxc and others seeking to port Marth characters might like this one!
 

oddzxc

Smash Cadet
Joined
Sep 26, 2014
Messages
70
Well, my concept centered more around sweetspots, but the full changelist is HERE. As for the soundbank code, check OP for the code.

In other news, a Marth P+P .REL has been released in the OP. oddzxc oddzxc and others seeking to port Marth characters might like this one!
sorry to bug you but when it comes to replacing the sound, is that difficult or a long process because i already have a project m mod over dedede and the sound keep playing marth's soundbytes. If it's detailed then you don't have to tell me, i was just wonderin
 

PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
sorry to bug you but when it comes to replacing the sound, is that difficult or a long process because i already have a project m mod over dedede and the sound keep playing marth's soundbytes. If it's detailed then you don't have to tell me, i was just wonderin
no need to apologize! I'm sorry that you feel as though you have to apologize for asking a question; it speaks volumes about the climate of this community. I'm always happy to answer questions :) Now, whose sounds do you want the PSA to play in game?
 

oddzxc

Smash Cadet
Joined
Sep 26, 2014
Messages
70
no need to apologize! I'm sorry that you feel as though you have to apologize for asking a question; it speaks volumes about the climate of this community. I'm always happy to answer questions :) Now, whose sounds do you want the PSA to play in game?
marths, i would like to replace dedede's sawd file with another marth file. If that's even possible in the first place
 

PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
marths, i would like to replace dedede's sawd file with another marth file. If that's even possible in the first place
Yeah, that's not difficult at all! Marth's soundbank is 00000013, so you'd use my handy soundbank changing code in the OP, with one difference: instead of 00000001, you'd use 00000013. Dedede's ID is 20 in hex, so you'd multiply that value by 4 to get 80. Therefore, you'd add 80 to 80AD89E0 (the offset in RAM of the first soundbank, Mario's) to get 80AD8A60. From there, you'd change the first two bytes to 04, since you want to write 00000013 to Dedede's soundbank slot every frame. Your final code should look like this: 04AD8A60 00000013.

TL;DR (Though I highly recommend that you read the above description):
04AD8A60 00000013 will change Dedede's soundbank to Marth's soundbank. Hope this helped!

After reading your post again, do you mean to say that you want to use a .sawnd file originally created for Marth over Dedede? If that's the case, then you'd need the original .wav files of the character and a copy of Super Sawndz for manual sound replacement. It's not possible to swap out Dedede's sounds with a .sawnd file made originally for marth
 
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PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
So, I ported Ridley over Olimar right? The Ridley comes with a SFX file and I was wondering where I would place the .sawnd file
So, I haven't updated the Ridley port in a little while. I need to check Bagan's thread to see if he ever released an updated soundpack for the mod. For now, I don't think that the SFX works with the port, but check this thread later today for the latest version with working sounds. Thanks for reminding me lol,.I completely forgot about fixing it up.
 

Rage83

Smash Ace
Joined
Dec 14, 2013
Messages
631
So, I haven't updated the Ridley port in a little while. I need to check Bagan's thread to see if he ever released an updated soundpack for the mod. For now, I don't think that the SFX works with the port, but check this thread later today for the latest version with working sounds. Thanks for reminding me lol,.I completely forgot about fixing it up.
The download for Link's REL in the OP just redirects to a FitRidley.pac atm.
 

??Sanic Hedgehog??

Smash Ace
Joined
Aug 18, 2014
Messages
803
Location
Atlea
NNID
Sliverboy
3DS FC
5069-4545-8058
That should be fixed now! Thanks for letting me know. The fixed Ridley will be released after I'm done with a few other things, but it will happen sooner or later.

Yep! I could throw one together sometime today.
Thanks! I tried a Sonic Port, and it crashed. This confirms that vBrawl ports don't work in PM but, PM ports don't work in vBrawl.
 

PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
Thanks! I tried a Sonic Port, and it crashed. This confirms that vBrawl ports don't work in PM but, PM ports don't work in vBrawl.
Check out the OP :) Let me know if it works!

Also, I updated the OP with this week's winner, Lucario! Ganon and Ike are in the works as well (Ganon's almost done, but he needs a few fixes to make his float work properly). Please test out Lucario and let me know if he has any bugs; I'm curious to see if the fixes to his module were as simple as they seemed.
 

??Sanic Hedgehog??

Smash Ace
Joined
Aug 18, 2014
Messages
803
Location
Atlea
NNID
Sliverboy
3DS FC
5069-4545-8058
Check out the OP :) Let me know if it works!

Also, I updated the OP with this week's winner, Lucario! Ganon and Ike are in the works as well (Ganon's almost done, but he needs a few fixes to make his float work properly). Please test out Lucario and let me know if he has any bugs; I'm curious to see if the fixes to his module were as simple as they seemed.
Thank you
 

shikamaru12

Smash Apprentice
Joined
Aug 21, 2010
Messages
134
Now, I just got the Project Ganondorf mod, and I want to replace Olimar instead of Lucario. However, what would I do for the .sawnd files that came with the mod?
 

??Sanic Hedgehog??

Smash Ace
Joined
Aug 18, 2014
Messages
803
Location
Atlea
NNID
Sliverboy
3DS FC
5069-4545-8058
Now, I just got the Project Ganondorf mod, and I want to replace Olimar instead of Lucario. However, what would I do for the .sawnd files that came with the mod?
I'm pretty sure your gonna have to get a Olimar use Lucario's Soundbank code.
 
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PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
I'm pretty sure your gonna have to get a Olimar use Lucario's Soundbank code.
Instructions:
1. Open up the .gct BronzeGreekGod included in the mod with your favorite hex editor
2. CTRL+F for 04 AD 8A 64 00 00 01 42 (the code i gave him that would change lucario's soundbank to crazy hand's)
3. Check OP of this thread and navigate to the soundbank code.
4. Recalculate the 8 bytes of the code based on the char id of your target character

For those of you who don't feel like checking OP, here it is:

04AD8XXX 00000142

Replace XXX with (9E0+Char ID*4)


CHAR IDs (Replace the first 8 bytes of Section[8] of the module)
MARIO: 00000000
DONKEY: 00000001
LINK: 00000002
SAMUS: 00000003
YOSHI: 00000004
KIRBY: 00000005
FOX: 00000006
PIKACHU: 00000007
LUIGI: 00000008
CAPTAIN: 00000009
NESS: 0000000A
KOOPA: 0000000B
PEACH: 0000000C
ZELDA: 0000000D
SHEIK: 0000000E
POPO: 0000000F
NANA: 000000010 (SOPO/UNUSED)
MARTH: 00000011
GAMEWATCH: 00000012
FALCO: 00000013
GANON: 00000014
WARIO: 00000015
METAKNIGHT: 00000016
PIT: 00000017
SZEROSUIT: 00000018
PIKMIN: 00000019
LUCAS: 0000001A
DIDDY: 0000001B
POKETRAINER: 0000001C
POKELIZARDON: 0000001D
POKEZENIGAME: 0000001E
POKEFUSHIGISOU: 0000001F
DEDEDE: 00000020
LUCARIO: 00000021
IKE: 00000022
ROBOT: 00000023
PRAMAI: 00000024 (UNUSED)
PURIN: 00000025
MEWTWO: 00000026 (UNUSED IN BRAWL)
ROY: 00000027 (UNUSED IN BRAWL)
DR_MARIO: 00000028 (UNUSED)
TOONLINK: 00000029
TOONZELDA: 0000002A (UNUSED)
TOONSHEIK: 0000002B (UNUSED)
WOLF: 0000002C
DIXIE: 0000002D (UNUSED)
SNAKE: 0000002E
SONIC: 0000002F
 
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shikamaru12

Smash Apprentice
Joined
Aug 21, 2010
Messages
134
Instructions:
1. Open up the .gct BronzeGreekGod included in the mod with your favorite hex editor
2. CTRL+F for 04 AD 8A 64 00 00 01 42 (the code i gave him that would change lucario's soundbank to crazy hand's)
3. Check OP of this thread and navigate to the soundbank code.
4. Recalculate the 8 bytes of the code based on the char id of your target character

For those of you who don't feel like checking OP, here it is:

04AD8XXX 00000142

Replace XXX with (9E0+Char ID*4)


CHAR IDs (Replace the first 8 bytes of Section[8] of the module)
MARIO: 00000000
DONKEY: 00000001
LINK: 00000002
SAMUS: 00000003
YOSHI: 00000004
KIRBY: 00000005
FOX: 00000006
PIKACHU: 00000007
LUIGI: 00000008
CAPTAIN: 00000009
NESS: 0000000A
KOOPA: 0000000B
PEACH: 0000000C
ZELDA: 0000000D
SHEIK: 0000000E
POPO: 0000000F
NANA: 000000010 (SOPO/UNUSED)
MARTH: 00000011
GAMEWATCH: 00000012
FALCO: 00000013
GANON: 00000014
WARIO: 00000015
METAKNIGHT: 00000016
PIT: 00000017
SZEROSUIT: 00000018
PIKMIN: 00000019
LUCAS: 0000001A
DIDDY: 0000001B
POKETRAINER: 0000001C
POKELIZARDON: 0000001D
POKEZENIGAME: 0000001E
POKEFUSHIGISOU: 0000001F
DEDEDE: 00000020
LUCARIO: 00000021
IKE: 00000022
ROBOT: 00000023
PRAMAI: 00000024 (UNUSED)
PURIN: 00000025
MEWTWO: 00000026 (UNUSED IN BRAWL)
ROY: 00000027 (UNUSED IN BRAWL)
DR_MARIO: 00000028 (UNUSED)
TOONLINK: 00000029
TOONZELDA: 0000002A (UNUSED)
TOONSHEIK: 0000002B (UNUSED)
WOLF: 0000002C
DIXIE: 0000002D (UNUSED)
SNAKE: 0000002E
SONIC: 0000002F
Thank you based Pyotr

Edit: wait, what do I do for the .rel? do I rename your Lucario P&P one or the one that came with the mod to be ft_pikmin.rel?
 
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shikamaru12

Smash Apprentice
Joined
Aug 21, 2010
Messages
134
shikamaru12 shikamaru12
ah, hold on, there were some serious changes made to OOT Ganon's module. Use this one and let me know if it works: https://mega.nz/#!yBZVlARL!o_-F2YnNH9FI5yK1urCUWY_60y0dSCcJ0tJYbJsxUzs
Softcrash. Now, what I did was add the soundbank code, added Lucario's files onto the Pikmin folder and renamed all instances of Lucario to be Pikmin, and then renamed your .rel that you just posted to be ft_pikmin.rel and added it to the module folder, replacing the old one. However, when selecting a stage, it freezes.
Note: Code used was 04AD8A56 00000142
I also have CBLISS. I might need a FitPikminEntry but Idk what to do for that because the ganon mod had no entry.pac
 
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PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
Softcrash. Now, what I did was add the soundbank code, added Lucario's files onto the Pikmin folder and renamed all instances of Lucario to be Pikmin, and then renamed your .rel that you just posted to be ft_pikmin.rel and added it to the module folder, replacing the old one. However, when selecting a stage, it freezes.
Note: Code used was 04AD8A56 00000142
I also have CBLISS. I might need a FitPikminEntry but Idk what to do for that because the ganon mod had no entry.pac
ok, I'll fix it right now. I think it might be CBliss acting up here, but there's one other thing it could be

well, I can't believe I didn't see that lol. Ok, I have to move some stuff around
 
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Jmanthesmasher683

Smash Journeyman
Joined
Oct 30, 2014
Messages
475
Location
House
I'm gonna wait until the oot ganon port is done, unless i really want to risk a port over olimar. The problem is I cant find olimars rel file for some reason. he must be special i guess?
 
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shikamaru12

Smash Apprentice
Joined
Aug 21, 2010
Messages
134
It will be a couple hours until I will have access to a Wii, but when I get back I will test the .rels. However, you posted two, one in reply to me and one in reply to Jman. Which one should be used?
 
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Jmanthesmasher683

Smash Journeyman
Joined
Oct 30, 2014
Messages
475
Location
House
It will be a couple hours until I will have access to a Wii, but when I get back I will test the .rels. However, you posted two, one in reply to me and one in reply to Jman. Which one should be used?
you should try the one over jiggs since that to my knowledge is the latest one.
 
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