NightmareLink
Smash Rookie
ok, so every time I try to save the .pac file after minor edits, PSA freezes on me, after that, the particular .pac file I tried to edit now becomes unreadable by PSA.... wtf?
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I don't understand what you mean by "use a specific texture with link," but I can help you with the next part:I want to use a specific texture with link, and I want to replace his bombs with deku nuts.
How would I go about doing this?
^^;;
If you're using PSA ver. 1.3, are you remembering to use "Save As?"ok, so every time I try to save the .pac file after minor edits, PSA freezes on me, after that, the particular .pac file I tried to edit now becomes unreadable by PSA.... wtf?
In the move, as soon as you press Up-B, the character moves in one of the eight directions that the analog stick can be pointed in. Then he moves in that direction for a set distance. While he's moving in one of those directions, how can I make it so moving the analog stick will make him move a little. btw, the character I'm talking about is Wolf.You mean that the character might always move forwards like Falco's side-B but can influence the up and down movement a little? Sorry, but I'm not sure what you mean by that, but if what I said is right, then you can have the animation have the forwards movement and the slight movements can be controlled using control stick inputs and momentum... does that make sense? Sorry for not understanding.
Sorry, I really don't know... I can't really suggest anything besides trying to use 0.2.1 instead (because it's better in every way besides editing Dedede and the Pokemon).tried save as, still the same effect
If you set RA-Bit[18], then you can use the Control Stick to move a little right or left during the animation. This is found in Ike's Aether, so try to visualize something like that if you're going to use this variable.In the move, as soon as you press Up-B, the character moves in one of the eight directions that the analog stick can be pointed in. Then he moves in that direction for a set distance. While he's moving in one of those directions, how can I make it so moving the analog stick will make him move a little. btw, the character I'm talking about is Wolf.
Does the game input the momentum automatically? I changed the translation Z to 1 at the end of the animation. The animation is about 30 frames long if that matters.
Eldiran said:~If Joystick is Pressed Back~*
Compare: IC-Basic[243] >= IC-Basic[77]
243 = 1011
77 = 3149
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]
9 = 21001
254 = 23038
*~If Joystick is Pressed Forward~*
Compare: IC-Basic[244] >= IC-Basic[77]
244 = 1012
77 = 3149
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]
9 = 21001
254 = 23038
*~If Joystick is Pressed Up~*
Compare: IC-Basic[250] >= IC-Basic[114]
250 = 1018
114 = 3186
*~If Joystick is Pressed Down~*
Compare: IC-Basic[252] >= IC-Basic[114]
252 = 1020
114 = 3186
LA-Basic[30] - Star Remaining Time
LA-Basic[33] - Mushroom Remaining Time
LA-Basic[34] - Lightning Remaining Time
LA-Basic[35] - Size Flag
LA-Basic[37] - Metal Block Remaining Time
I don't know what will happen if you mess with these variables, though... just warning you, it could freeze.Has something to do with the size effect. 0 = normal, 1 = "Growing to Normal," 2 = "Shrinking to normal," 3 = "Big," super mushroom does nothing, poison goes back to normal, 4 = "Growing," 5 = "Small," poison mushroom does nothing, super goes to normal, 6 = "Shrinking to Small"
I've tried adding that. I set it like this.Maybe you can try adding to these variables or setting them in Wait subactions or something as a way to try to lengthen the transformation time?
More details about the "Size Flag:"Code:LA-Basic[30] - Star Remaining Time LA-Basic[33] - Mushroom Remaining Time LA-Basic[34] - Lightning Remaining Time LA-Basic[35] - Size Flag LA-Basic[37] - Metal Block Remaining Time
I don't know what will happen if you mess with these variables, though... just warning you, it could freeze.
okay then could u send me the messege back(So I can copy/paste it to the other forum) and I'l make a topic in the psa request forum for him XDI'm not sure that something like transformation times would be in a character's moveset... you might want to look somewhere else, but I really have no idea about this kind of stuff. Maybe the common pacs? Or maybe try to go to the offsets listed in the PSA in the ItemBig and ItemSmall subactions in a hex editor?
Sorry, I just don't know.
And my sig refers to ideas about Lightning, not just any random ideas...
no giant deku nuts or anything, but when I pull out a deku nut, one of link's bombs appears in the center of the stage, sometimes passing through the ground, but usually not.I think that should help a little bit. From what I remember, Link might either pick out a giant Deku Nut or still pick out a bomb about a quarter of the time, but I'm not sure. This should work, though.
Sorry, I really don't know... I can't really suggest anything besides trying to use 0.2.1 instead (because it's better in every way besides editing Dedede and the Pokemon).
If you set RA-Bit[18], then you can use the Control Stick to move a little right or left during the animation. This is found in Ike's Aether, so try to visualize something like that if you're going to use this variable.
You can make the movement either through animations or through momentum. Using momentum is easier, but it's a lot less accurate and you're affected by gravity and all that stuff. Using animations is precise, but you'll need to use up 5 animations for just this move (I think), but you can try to use animations like the aerial versions of specials or tilted smashes.
If you're using animations, you have to make animations for up, down, forward, forward and upwards, and forward and downwards. You can make the other three directions using Reverse Direction.
Remember, this is how to detect Control Stick input!
Also rather late but, you don't have to hex edit hitboxes. You can stick them in the subroutine tab of PSA and edit them like that.I sent it back, but you could've checked your "Sent Items" folder...
Hex editing is hard (I'd say so, at least =/ ), but if it's in an area where a lot of people have documented the headers and how it's formatted and everything, like hexing the hitboxes of some articles, thanks to TSON and Kirk and their thread, that's not very hard.
But I think something like items' transformation times is relatively undocumented, so it'll probably be a lot harder...
ok i found that part of it was about the SD, when i copied over the files again it worked, but still i have limitations on what i can do, for example, changing hitbox size, knockback is all good, but anything with frame data tends to fail, some things like adding more frames after the terminate collisions is fine, but when i want to add frames at the beggining, so the hitbox comes out later it doesnt work (game freezes when selecting character or afte selecting stage).hmm, in trying to rebalance brawl+, i have freedom with some characters like zelda, but lets say ganandorf, i only increased his airF launch angle and damage and the game gets stuck after selecting him, same with many others.
also is there a way to slow down or speed up an animation?
Three words.Does anybody know how to add a sword-trail in PSA? I mean, I copied over a few of links models for the swordflare and swordtrace and then in PSA I copied over a line from the zero PSA that made the trail appear but it won't take the texture that's there unless Zero is also in the match. And I don't know what each parameter does so I can't even get it to line up with the actual sword on Klonoa. Right now it's more like a toilet paper trail coming from his ring rather than a sword trace.
Although this is really cool and I'm sure it'll be really useful in the future of project Klonoa, it doesn't count the swordtrail as an external graphic because it's not listed. =/Three words.
External
Graphics
EDITOR
You can find a link to it in this thread.
http://forums.kc-mm.com/index.php?topic=17987.0
You are going to need Brawl Box for that one. Brawl Box will take care of the bones and stuff, then PSA will take care of the moveset. I would recommend using a Blaziken texture for Captain Falcon then editing his moveset instead. Good luck!Hello Im just starting out and i was wanting to know if any one knew how to change bone structure for such. I would like to be able to change a Jiggillypuff into a Blaziken i have move sets in mind and i think i can get the move sets done but the bonestructure is what messes me up please help