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Clone engine discussion

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Zolga Owns

Smash Lord
Joined
Mar 16, 2008
Messages
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Location
Southeast PA
Almas is a ninja.
Hes got this.

Apparently Almas has stopped working on the clone engine(for those of you who didn't know).

This thread is to discuss possible ideas on how to create a successful clone engine.

Shadowtroop said:
So I came up with an Idea for a clone engine since you didn't want to continue yours.

Firstly, it should detect what .pac is loaded, like FitXXXX00.pac

And then it looks in the SD card for a corrasponding moveset.

Like So:

The Game Says:Load FitMario00.pac
The Code Says:FitMario00.pac detected, replacing fitmario.pac (This Is on the disk, not the SD Card) with fitmariomoveset00.pac (which IS from the SD card.)

I know that Isn't actually how it works lulz, but you get the idea...

And for custom character slots, something along the lines of CSS modifier should work, just change it to automatically load a costume with different character slots...

Too much?
Quote:
Personally, if I were writing a file swapping code, I would use the already existing File Replacement code. It already comes with the ability to specify the folder the files were in. I could then use a series of conditionals to change the folder the file is loaded from (probably setting up simple conditionals like checking an 8-bit address, and using another set of codes to fill in those values by looking at details like costume).
Shadowtroop's idea from another thread.
 

pokelover980

Smash Ace
Joined
Oct 4, 2007
Messages
905
I think an idea along those lines would work, but I'm no master at hacking, just one of those people who knows enough.

It's saddening, though, that Almas has stopped. Wasn't it because it was buggy and wouldn't work with PSA characters?
 

superyoshi888

Smash Lord
Joined
Apr 8, 2008
Messages
1,026
I had an idea, but seeing as how it's a little obvious it probably doesn't work.

Modify the File Replacement code, so that if you hold down R when you leave the CSS, the game loads your character from the SD card rather then the Wii. This would be similar to how you get ZSS by holding L when leaving the CSS. I don't see why this wouldn't work, except it would require a lot of work on it.
 

ALF

Smash Cadet
Joined
May 28, 2006
Messages
72
I'm not sure about this, but isn't the reason the clone engine was designed so that people could play two different versions of the same character? Isn't the reason this isn't simple to do because the game will only load the moveset for the character once, and every player using that character is referred to the one copy of that moveset? That would pretty much eliminate shadowtroop's idea.
 

pokelover980

Smash Ace
Joined
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Messages
905
I had an idea, but seeing as how it's a little obvious it probably doesn't work.

Modify the File Replacement code, so that if you hold down R when you leave the CSS, the game loads your character from the SD card rather then the Wii. This would be similar to how you get ZSS by holding L when leaving the CSS. I don't see why this wouldn't work, except it would require a lot of work on it.
It sounds like creating an entirely new File Replacement code rather than modifying the current one. They would be a lot different, it would seem to be, seeing as how the one right now handles replacing files upon start up of the game, while this one does it during after you select your character. It seems like it would cause a longer loading time after you select your character, though, because your loading them then.
 

dino_gonzalez

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Joined
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I think the moveset is set when you go into the selection screen too

But out of curiosity
could you make select characters, depending on specific texture
have size mods

there are baby codes for some characters
I know they can be loaded by controller but can they be loaded by texture
I think this might be a good step in the right direction if possible

^_^
 

Eldiran

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I would personally be content with being able to choose one version of a character per match, even though optimally you'd be able to have multiple ones at once.

In order to make the latter possible however you'd need to trick the Wii into thinking you were loading a different character, so it doesn't just use the existing data.

Which is doable, I'd warrant... but probably only with the concentrated effort of hacker(s) of Phantom Wings' skill level.

So yeah... I'd totally settle for a "Hold R for File Replacement" code.
 

Shadic

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I would personally be content with being able to choose one version of a character per match, even though optimally you'd be able to have multiple ones at once.

In order to make the latter possible however you'd need to trick the Wii into thinking you were loading a different character, so it doesn't just use the existing data.
Wasn't the idea to use the Alloys?
 

Eldiran

Smash Lord
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Wasn't the idea to use the Alloys?
That is an idea. Assuming there's nothing too glitchy about doing that.

In fact, why can't we currently get all the Alloy-pertinent files and replace them with someone else's, model and all?
 

Fusion_Blastoise

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Messages
68
That is an idea. Assuming there's nothing too glitchy about doing that.

In fact, why can't we currently get all the Alloy-pertinent files and replace them with someone else's, model and all?
Apparantly, the alloys have a much more basic fileset then an actual character, their .pac file can't be modified to mimic another characters. Anyway, there are only 4 (4 or 5 I think) alloys so you'd only be adding an extra 4 characters.
 

tsunami70875

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you know, what i think should be worked on as well, is to be able replace other character's whole folder's with another characters stuff, and then that would allow us to completely customize Brawl, such as creating a Brawl styled game with just anime characters
 

Eldiran

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Apparantly, the alloys have a much more basic fileset then an actual character, their .pac file can't be modified to mimic another characters. Anyway, there are only 4 (4 or 5 I think) alloys so you'd only be adding an extra 4 characters.
Aw. Guess that makes sense. I bet we can't really use them at all then.
 

colored blind

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Apparantly, the alloys have a much more basic fileset then an actual character, their .pac file can't be modified to mimic another characters. Anyway, there are only 4 (4 or 5 I think) alloys so you'd only be adding an extra 4 characters.
Apparently, there's been a recently found article that allows one to determine whether a character can grab the ledge or not, meaning that Alloys may be able to grab the ledge now. But I don't know if anyone's tried it on them.

But there's still the issues of specials, grabs(?), and Final Smashes (lol).
 

Shadic

Alakadoof?
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Shadoof
02:03 Almas if you're lucky i'll make the clone engine tomorrow
02:03 Yoshi lol
02:03 Almas hardly night
02:03 Almas it's 10am
02:03 Yoshi is it a 1 day thing?
02:03 Almas yea, pretty much
02:03 Yoshi hahaha
02:03 Yoshi really?
02:03 Almas it's a modification to the file replacement code
02:03 Yoshi well, if you did it tomorrow i'd be incredibly grateful
02:04 Almas your personal gratitude is what i desire most
02:04 Almas bye bye

Poorly formatted but I don't care. HYPE.
 

xDD-Master

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Modify the File Replacement code, so that if you hold down R when you leave the CSS, the game loads your character from the SD card rather then the Wii. This would be similar to how you get ZSS by holding L when leaving the CSS. I don't see why this wouldn't work, except it would require a lot of work on it.
So yeah... I'd totally settle for a "Hold R for File Replacement" code.
Yeah this seems to be the easiest way and it should definitly work lol
 

shadowtroop

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I'm not sure about this, but isn't the reason the clone engine was designed so that people could play two different versions of the same character? Isn't the reason this isn't simple to do because the game will only load the moveset for the character once, and every player using that character is referred to the one copy of that moveset? That would pretty much eliminate shadowtroop's idea.
My idea was meant to make every costume it's own character. If people still want alt. colors, they can keep 2 colors for every moveset.

I also have a new idea. I'm not sure if this would work, but it's like an infinite costumes code.
In the case of Mario (Who has 6 costumes), On the CSS when you choose a character, it will load the costumes before the match. But instead of going to costume 00 after reaching 05, it loads new costumes 06 07 and 08 from the SD card, going back to zero only when it finds no more costumes. Probably more CSPs too. The problem is that it may need to be written for every character.
:psycho:
 

Chileno4Live

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Well i hope something like this is going to be true. I mean i want to play Marth, but also use the PSA character Roy. And i don't really want to delete the Pac.file from my SD each time...
 

Fusion_Blastoise

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Apparently, there's been a recently found article that allows one to determine whether a character can grab the ledge or not, meaning that Alloys may be able to grab the ledge now. But I don't know if anyone's tried it on them.

But there's still the issues of specials, grabs(?), and Final Smashes (lol).
Yeah, there's been a project going on to make the alloys viable characters for a while now. It'd be great if it actually yieded good results.
 

[TSON]

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Personally I see it like a battle in RAM..

Brawl: Load FitX.p--
File Patcher: WOAH THERE -- *terminates* Load H:/private/wii/pf/CharacterName/FitX.pac
Brawl: Load FitX01.pa--
File Patcher: HEY! LISTEN. Load H:/private/wii/pf/CharacterName/FitX01.pac
Brawl: oh ok.

Boombam.
 

Fusion_Blastoise

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Messages
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Personally I see it like a battle in RAM..

Brawl: Load FitX.p--
File Patcher: WOAH THERE -- *terminates* Load H:/private/wii/pf/CharacterName/FitX.pac
Brawl: Load FitX01.pa--
File Patcher: HEY! LISTEN. Load H:/private/wii/pf/CharacterName/FitX01.pac
Brawl: oh ok.

Boombam.
Lols... I actually laughed, does that make me sad?
 

Shadic

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You ruin all the fun, Shadic.
You could have just not replied. I don't think anybody ready what I said.

...So they OBVIOUSLY appreciate you a bunch. Especially compared to regular members. It's all relative.
 

Eldiran

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I did read it, but I'm going to pretend I didn't so I don't over hype myself. It may or may not be working.
 

Marth175

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Messages
144
Well i hope something like this is going to be true. I mean i want to play Marth, but also use the PSA character Roy. And i don't really want to delete the Pac.file from my SD each time...
you dont have to delete the file each time you wanna use marth having roy in your sd, just remove the sd card before you select marth, and insert it again after you select him, this way can still have custom textures and music, same thing for any other modified character
 

Almas

Smash Lord
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Messages
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Okay, well, I've made some progress on an Alternate File Loader. The method PW used in the FRP was different to what I expected, so I couldn't use the approach I liked, slowing me down. I have a plan now, though. I've been out of town for the last couple days (and I'm out for another 1-2), so I haven't been working on it myself.

That said, I need some grunt work to be done, if anyone has the time. What I'd like is a block of code arranged into lines like this:

XXXXXXXX AA623320

Where XXXXXXXX is the Hex ASCII conversion of the 2-5th characters in a character's name as it is read by the disk. So Jigglypuff would be Purin, Red Alloy would be Zakored etc. For shorter character names, add .pac onto the end for this purpose. So Pit would be Pit.pac.
If capitalisation is used by the disk, it is important to use it here. I'm not sure if the game uses it or not, for example, for the Pokémon or Alloy names. AA is the character's 2-digit ID: Metaknight is 16, to recall one.

I need this list for all characters who are chooseable on the CSS (having this line of code will be essential to allow people to pick clones of the character in question).

Also of use would be, if anyone can find them, a set of codes which deal with button activators for several players.

Of course, I can do these things in my own time. But my time is very finite (I start university in two weeks and I'm giving up for good after then), and so any help I get would ensure that I get this code produced. For those who are curious, the code will work by loading .pac files for both textures and character data files from a different folder when a button activator is held. I am almost certainly going to use A as the activator, which would be held in the same style as you would for Melee Sheik (e.g. when the game is actually loading).

Thanks, everyone.
 

Eldiran

Smash Lord
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Excellent. I'd gladly help in your endeavor if I knew how. I am totally turning my hype into gratitude though.
For the button activator for several players, surely you don't mean this:

Code:
Stick this in front of the code you want to button activate:  (Full Metal Kirby)
284DE4B0 0000XXXX
Note: This code only works with First GCN Controller plugged in.
The Code Below Needs the other controller values to replace YYYYYYYY
YYYYYYYY 0000XXXX
Note that for the code above no current Classic controller button
codes for yet so just be happy that we finally have wiimote/nunchuck 
and now thanks to Full Metal Kirby Wavebird support :D
GCN Controller (16 bits)
1 284DE4B0
2 284DE4B8
3 284DE4C0
4 284DE4C8
Wii Controller
1 284F7880
2 284F8220
3 284F8BC0
4 284F9560
Clasic Controller
1 284F78AA
2 284F824A
3 284F8BEA
4 284F958A
Complete One-Button Gamecube Controller List 
(Note: Only works when you're holding only that button(s)):
0080 - No Button
0081 - D-Pad Left
0082 - D-Pad Right
0084 - D-Pad Down
0088 - D-Pad Up
0090 - Z
00A0 - R
00C0 - L
0180 - A
0280 - B
0480 - X
0880 - Y
1080 - Start/Pause
Wavebird:
0000 - No Button
0001 - D-Pad Left
0002 - D-Pad Right
0004 - D-Pad Down
0008 - D-Pad Up
0010 - Z
0020 - R
0040 - L
0100 - A
0200 - B
0400 - X
0800 - Y
1000 - Start/Pause
Wiimote (and Nunchuck):
0000 - None
0001 - Down
0002 - Up
0004 - Right
0008 - Left
0010 - +
0100 - 2
0200 - 1
0400 - B
0800 - A
1000 - -
2000 - Z (Nunchuck)
4000 - C (Nunchuck)
8000 - Home Button
Example 1: A+B Activator | 0180 + 0280 = 0380
Example 2: X+Y Activator | 0480 + 0880 = 0C80
Example 3: L+R Activator | 00A0 + 00C0 = 00E0
Example 4: L+A Activator | 00C0 + 0180 = 01C0
Example 5: R+B Activator | 00A0 + 0280 = 02A0
Final Ex.: L+R+A+B Activator | 00A0 + 00C0 + 0180 + 0280 = 03E0
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Funnily enough, that is exactly the document I desired. Thanks. I had it in a text file somewhere once upon a time, and having the information here saves me 15 minutes of discovering it all again by myself whilst plugged in.

It shouldn't be too hard just to find a ASCII-Hex converter. A quick google search yields http://centricle.com/tools/ascii-hex/, which is okay apart from leaving a silly % after every character.
Sheik -> heik -> %68%65%69%6b -> 6865696B -> 6865696B 0F623320

I'm at a web cafe since I'm locked out of my girlfriend's flat (and online because the guy I was meant to be meeting ditched me...), so I won't be active in this thread for atleast another day. But I'll be greatful for any help I receive while I'm gone. I'm out of time now.
 

...:::VILE:::...

Smash Ace
Joined
Apr 15, 2009
Messages
786
The clone engine will be good. When i get a hold on a USB geck im making multiple slots that load more costumes. Or if im too stingy, ill just hard code it in. I said on KC that i wouldnt continue my project, but this motivates me.
 

Fusion_Blastoise

Smash Cadet
Joined
Dec 16, 2008
Messages
68
OMG OMG OMG! HYPE!

I'd give you a hand if I knew anything of use but alas, I'm just stupid that way...

Also, jsut curious, does this limit the amount of alternate PSA characters available to a person to 1?

(Meaning that in the case of someone like Marth who has multiple PSA characters which people like, would it be possible to have two of these PSA characters versing each other?)

If so, how will you differentiate between the two different characters?

I'm not being ungreatful at all and if the case is that it does limit the amount of character available for one character to one, then I really couldn't care less. I'm just curious is all.
 

...:::VILE:::...

Smash Ace
Joined
Apr 15, 2009
Messages
786
Thats what the clone engine is, multiple PSA files per character. A different moveset for a different costume. My thing will just be adding extra slots.
 

Eldiran

Smash Lord
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Messages
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Location
Pennsylvania
Well, that converter is the answer to one piece of the puzzle. The other part is: does anyone have a list of character IDs?
 

Dark Sonic

Smash Hero
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Jun 10, 2006
Messages
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Location
Orlando Florida
Well, that converter is the answer to one piece of the puzzle. The other part is: does anyone have a list of character IDs?
by chance do you mean this VV

Thanks leaf

And here are the character IDs:
Code:
Mario	 00	
DK	 01	
Link	 02	
Samus 	 03	
Yoshi	 04	
Kirby	 05	
Fox	 06	
Pikachu	 07	
Luigi	 08	
Falcon	 09	
Ness	 0A	
Bowser	 0B	
Peach	 0C	
Zelda	 0D	
Sheik	 0E	
Clim 	 0F	
Marth	 11	
G&W	 12	
Falco	 13	
Ganon	 14	
Wario	 15	
MK	 16	
Pit	 17	
ZSS	 18	
Olimar	 19	
Lucas	 1A	
Diddy	 1B	
Chariz	 1D	
Squirt	 1E	
Ivysaur	 1F	
Dedede	 20	
Lucario	 21	
Ike     22	
ROB	 23	
Jiggs	 25	
Toony	 29	
Wolf	 2C	
Snake	 2E	
Sonic	 2F
?
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Someone fill in the character ID's
captain
61707461 AA623320
dedede
65646564 AA623320
diddy
69646479 AA623320
donkey
6f6e6b65 AA623320
falco
616c636f AA623320
fox
6f782e70 AA623320
gamewatch
616d6577 AA623320
ganon
616e6f6e AA623320
gkoopa
6b6f6f70 AA623320
ike
6b652e70 AA623320
kirby
69726279 AA623320
koopa
6f6f7061 AA623320
link
696e6b2e AA623320
lucario
75636172 AA623320
lucas
75636173 AA623320
luigi
75696769 AA623320
mario
6172696f AA623320
marth
61727468 AA623320
metaknight
6574616b AA623320
ness
6573732e AA623320
peach
65616368 AA623320
pikachu
696b6163 AA623320
pikmin
696b6d69 AA623320
pit
69742e70 AA623320
pokefushigisou
6f6b6566 AA623320
pokelizardon
6f6b656c AA623320
poketrainer
6f6b6574 AA623320
pokezenigame
6f6b657a AA623320
popo
6f706f2e AA623320
purin
7572696e AA623320
robot
6f626f74 AA623320
samus
616d7573 AA623320
sheik
6865696b AA623320
snake
6e616b65 AA623320
sonic
6f6e6963 AA623320
szerosuit
7a65726f AA623320
toonlink
6f6f6e6c AA623320
wario
6172696f AA623320
warioman
6172696f AA623320
wolf
6f6c662e AA623320
yoshi
6f736869 AA623320
zakoball
616b6f62 AA623320
zakoboy
616b6f62 AA623320
zakochild
616b6f63 AA623320
zakogirl
616b6f67 AA623320
zelda
656c6461 AA623320
import os
DUMP_DIR = "brawl_dump"
characters = []
for character in os.listdir(DUMP_DIR+"/fighter/"):
if(character.find(".pac") == -1):
characters.append(character+".pac")
files = []
for character in characters:
print character[0:len(character)-4]
print character[1:5].encode("hex"),"AA623320"
I love python so much
 
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