ds22
Smash Lord
I know that, but when will you return to the Clone Engine (not soon I suspect)?
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Anyway, I found something out.
Those patched module crashes occur when the patched character enter the stage, which could indicate that either articles are loaded very late or that there may be something else which causes these crashes.
... When a patched character enters the stage in VS mode WITHOUT the origin character, the game crashes when the camera goes to the patched character even before it has the change to load the battle portrait and name.
Wrong, the game already had the list of ids for each character because it needs to know what song should play for each given character.Dantarion once started a research on victory themes and found out the game was originally supposed to have one Victory theme per character instead of per franchise. I'd be very happy if he were to make a code for individual Victory themes.
Very interesting.http://www.youtube.com/watch?v=UP1AszZGiT0
Little vid I made.
Can the game space support more then the forbidden 7?I just thought of something...What if the clone engine will some day allow more than 7 additional characters? Then maybe we can add pages to the CSS. [/idea]
That's probably because the non-multijump character don't have the right files inYAY! Someone is trying this!
Here is the current issue.
Somehow, the game still wants to associate the other character with the slot.
As a result, if you replace a multijump character with a non-multijump one, you get a crash.
Also, some of your information is wrong. If the game tries to load a subaction that a character doesn't have an animation for, you get a t-pose. This is actually used in the game. Fox's final smash actually switches to subaction -1, which t-poses fox, and makes the model invisible.That's probably because the non-multijump character don't have the right files in
Fit----MotionEtc.pac, like a multijump character have.
EXAMPLE: Green Alloy have the animations JumpAerialF, F2, F3, F4 & F5 in his FitZakoBallMotionEtc.pac
while Blue Alloy have only JumpAerialF in his FitZakoBoyMotionEtc.pac,
so if we try to use Blue Alloy over Green Alloy, we will most likely get a freeze when trying to use aerial jump, because Blue Alloy don't have the right files.
Also, turns out I was wrong, it was a different thing. You can turn into someone else in the middle of the battle, but not the way I thought:AFAIK