Tcll
Smash Lord
the ones that have '??' after themWell, what file types you want to know about?
did you not look at my site
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the ones that have '??' after themWell, what file types you want to know about?
actually...Hm, I'd being willing to help you out if I had a USBGecko. If I could figure it out, I could actually just run Brawl through Dolphin and attach a remote debugger to the process, but that hasn't really been working for me :/
Oh hey look, I got a remote debugger attached to Dolphin. Now I just need to understand the disassembly :/
I'm not really that good at this stuff, but I'm trying to learn it as I go along, as I always have.actually...
I'm looking at it differantly
hex and asm work in practically the same way.
but I like relying on hex offsets rather than asm functions... :/
any good at that by chance??
I could do it myself, but help would be nice...
I'm over at the mdl0 end right now though,
but I'm tapping at the rel stuff once in a while...
I don't know for offsets (well, I know I can, but I don't know how), but I can find out what orders the files are loaded in and what files are loaded, in fact, I can do that without debug mode, as I had done it before to find out if there were any other files loaded while loading SSE stages.Is it possible for you to check with the debugger what is loaded when a character is loaded in VS mode?
Like offsets or whatever.
Yeah, just edited my previous post, check it out to see what I did. But Dolphin told me exactly what went wrong:Did you put the pikmin.rel in the module folder?
And did you select Pikachu as your first character?
Try this set-up:
Mario VS Pikachu files over Olimar in VS mode.
"BackPatch - no support for operand size 1
Error encountered accessing emulated address 52534245.
Culprit exception:
movzx eax, byte ptr ds:[rbx+rcx]
at 0000000014ed873a"
Redundant MOV @ 0000000014460020
I don't think that is the problem.You think its crashing because of the portrait?
That doesn't explain why Marth works fine though.
to be specific:But it will be worth it (Mewtwo, Pichu, ???, ???, ??? and ??? in my Brawlz).
Atleast now you know it tries to load RSBE when it fails (*convinces himself there is hope*).I tried before and failzored.
Ill try again...whenever im back in cali...which could be...a while.
exactly :Dyou can change where it loads the files easy. I actually want to use "../" style paths so that an added characters files can all be in one folder. i.e. put the module in /fighter/character/ instead of /modules/
Now that is probably a valid address in the memory.Well, trying to do some sort of traceback through Dolphin didn't work well, but I did find the register at which RSBE is loaded instead of whatever is supposed to be loaded at the time (I guess we've confirmed it's articles). It loads RSBE into r5 (well, whenever you do it with the patched Pikachu rel. Haven't looked for anything specific in the other rel file). I'll try and see if I can find anything else out.
EDIT: The address in memory in which Dolphin last reads is 807393c8, which is a pointer to r5. So we just need to find out why the game loads RSBE to r5 instead of whatever is supposed to be loaded there.
Hope you'll figure it out.Actually, doing the test again and setting a breakpoint right before it, it either reads a few lines before it and crashes, or there's a pointer to it that causes it to crash. I'm going to assume there's a pointer to it, so I'll set a breakpoint directly on that line and then try and find a pointer to it and set a breakpoint there, and then poke around and see what I can do.
I'm going to personally guarantee you that you cannot do that. It'd require extremely heavy modifications to the game's engine, as you'd have to re-write the rendering scheme to match the specification for the format, and it'd take a while to just find where that engine is, and it's likely compiled, so it'd be difficult to even edit it.what if I could modify the scripts, and make brawl read a much simpler model format...