drogoth232
Smash Lord
- Joined
- Nov 28, 2011
- Messages
- 1,072
Try replacing Pit with Waluigi and tell me what happens.
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Is this for Loading Problems or Trophy ProblemsFor those trying to use the P&P Version and experiencing crashing, try this variation and tell me what happens.
https://www.dropbox.com/s/nlxusbhngtrlmzv/Waluigi Plug & Play Version.zip?dl=0
Crashing in general, as we've gotten numerous reports of the P&P Version having random crashes for people.Is this for Loading Problems or Trophy Problems
Oh. I haven't experienced a crash all day besides the Trophy crash after Classic/All-Star modeCrashing in general, as we've gotten numerous reports of the P&P Version having random crashes for people.
That's likely due to using an outdated version of BrawlEx.Oh. I haven't experienced a crash all day besides the Trophy crash after Classic/All-Star mode
Ok I really need help now because I've never worked with BrawlEX before and Idk how to update it.That's likely due to using an outdated version of BrawlEx.
The P&P version I linked already contains the recent version of BrawlEx, so there's no need to update.Ok I really need help now because I've never worked with BrawlEX before and Idk how to update it.
The announcer call is still Pit because this is still in testing to make sure it works. For the in-game names, that's because those files aren't in there. Though they can't be in there because editing them will cause crashing.Also, the link that KingJigglypuff just gave, I tested it and their are 2 things I have seen that are missing now. One is the Waluigi Announcer call in the CSS and the other is Waluigi's name, when I'm in target test it says Crazy Hand/Master Hand. I hadn't gotten to the credits of all-star/classic yet so I can't report if it was fixed or not.
Oooohhh ok. So does that mean I should be able to go to the end of the modes without crashing or no because this is still kind of a beta?The P&P version I linked already contains the recent version of BrawlEx, so there's no need to update.
The announcer call is still Pit because this is still in testing to make sure it works. For the in-game names, that's because those files aren't in there. Though they can't be in there because editing them will cause crashing.
Hopefully, you should be able to get to the end of various Modes.Oooohhh ok. So does that mean I should be able to go to the end of the modes without crashing or no because this is still kind of a beta?
You need to use a Soundbank code that gives Pit the Primid's Soundbank.Hey, KingJigglypuff, you wouldn't happen to know how to fix the SFX for Project M, would you? I have Waluigi inserted into my build, art and everything, but he is silent and I tried using his SFX (318.sawnd) and convert it to Pit's (10.sawnd) but I failed.
Ah, well, I guess I will be spending all day trying to figure out how to do that.You need to use a Soundbank code that gives Pit the Primid's Soundbank.
This should do it: 04AD8A3C 00000137Ah, well, I guess I will be spending all day trying to figure out how to do that.
How do I put this? I have not done code work in forever and do not even know how to insert them. I was really good with them two years back, but I have since been modding less and less due to adult life getting in the way and whatnot. Long story short, I am a bit of an amateur when it comes to the matter.This should do it: 04AD8A3C 00000137
Just insert it into your gct via a code manager.How do I put this? I have not done code work in forever and do not even know how to insert them. I was really good with them two years back, but I have since been modding less and less due to adult life getting in the way and whatnot. Long story short, I am a bit of an amateur when it comes to the matter.
Well, I add codes by opening the .gct, searching for "F0 00 00 00" in hex, and pasting my codes right before that string of bytes.How do I put this? I have not done code work in forever and do not even know how to insert them. I was really good with them two years back, but I have since been modding less and less due to adult life getting in the way and whatnot. Long story short, I am a bit of an amateur when it comes to the matter.
We originally had an entirely new Final Smash that was much more dynamic than the original and the new one, but we had to ditch it, due to a crashing issue with Yoshi's Egg Lay and Smash's C4 that we couldn't figure out how to fix (it was related to adding in a Special Grab into Pit's module).My main complain about Waluigi is about his Final Smash. Apart from the zoom in making it difficult to see where the tennis ball is going to, it's kinda boring and doesn't fit the character as well as the older Final Smash where Waluigi would strike a pose and after a couple of moves he would throw a bob-omb.
MK was the one who spliced together the SFX for the character call, so he'll have to go back and fix it sometime.The announcer call has some noise towards the end.
This can all easily be fixed.Mischief Step's dash sound stopping after every move is kind of awkward, to put it in a way. It only makes sense for the R follow-up.
Waluigi Swim's follow-up, the forward smash and the B follow-up to an airborne Mischief Step need some sfx. The first kick for the Hell Axle is also lacking sound.
The second kick of the Hell Axle and the follow-up to Waluigi Swim lack rumble effects.
Dive was originally the B option for Air Mischief Step, but was later moved as an option for Waluigi Swim. We didn't have much time to iron it out, but now, we can hope to address this.I think that for such a slow move, the follow-up to Waluigi Swim should have a couple of weak hitboxes on the sides, similar to Bowser Bomb. And for such a powerful move, the last hit is lacking some gfx.
That would be really great, but we deleted the old module a while ago. :\KingJigglypuff I could probably fix the dynamic FS glitch
Yep, I think I could definitely do that. Could you send me the old animation for his final smash so I could test it out? Thanks!That would be really great, but we deleted the old module a while ago. :\
If you're up to it, you're more than free to enable a Special Grab for a Brawl Pit, BrawlEx Pit, Brawl P&P Pit, PM Pit, and PM P&P Pit module.
Sure, I'll send it via PM.Yep, I think I could definitely do that. Could you send me the old animation for his final smash so I could test it out? Thanks!
Awesome! I'm looking forward to making this workSure, I'll send it via PM.
You could have just sent a PM about this.On another note, I've been thinking of making a Tyrantrum mod for Project M for a while now, but I can't find any model rips that are compatible with BrawlBox for it after scouring the net for one.
I don't want to look demanding, but maybe you could help me out on this, KJP?
Hmm, well, after several failed attempts, I think I will just have to wait for the official Project M version. This is all too complex for me.Well, I add codes by opening the .gct, searching for "F0 00 00 00" in hex, and pasting my codes right before that string of bytes.
Actually, Just open BrawlBox and select the RSBE01.gct then add the code from there Or after its open, Name it anything you want and Save it as a Txt File then, Open the txt file in Ocarina Code Manager and Add the code from there. That is my way of doing it.Hmm, well, after several failed attempts, I think I will just have to wait for the official Project M version. This is all too complex for me.
Well, either that, or I can just make my own original SFX and splice it into Pit's sawnd so I do not have to worry about coding at all.
That sounds much more easy. I will try that.Actually, Just open BrawlBox and select the RSBE01.gct then add the code from there Or after its open, Name it anything you want and Save it as a Txt File then, Open the txt file in Ocarina Code Manager and Add the code from there. That is my way of doing it.
PM me your .gct and I'll add it for youThat sounds much more easy. I will try that.
It said I can not open it with BrawlBox.
Also, here is the code manager I am using:
http://www.mediafire.com/download/zmmmjxzyley/codemgr1.1.zip
Ah, thank you very much.PM me your .gct and I'll add it for you
you have to go to: Tools > Codeset Manager, not open it as a native fileThat sounds much more easy. I will try that.
It said I can not open it with BrawlBox.
Also, here is the code manager I am using:
http://www.mediafire.com/download/zmmmjxzyley/codemgr1.1.zip
Thank you very much! That helped the most! Now I might finally be able to port OoT Ganondorf (PG) over TP Ganondorf yet! The coding process was so difficult for me to figure out, but since he already has the codes ready, I can just insert them here.you have to go to: Tools > Codeset Manager, not open it as a native file
I would love to see a full moveset demonstration video, particularly for the PM moveset when it's released. It'd be a good intro for those that haven't followed as closely as others and some of us (read: me) won't be able to use it for some time.So now that the majority of the crash and installation issues have been averted, would anyone like to give any feedback or suggestions for Waluigi?
He seems perfect but he has a hard time recovering. I don't have any specific suggestions but I'll say give the up only a little more height..So now that the majority of the crash and installation issues have been averted, would anyone like to give any feedback or suggestions for Waluigi?
I'll talk to MK about it.I would love to see a full moveset demonstration video, particularly for the PM moveset when it's released. It'd be a good intro for those that haven't followed as closely as others and some of us (read: me) won't be able to use it for some time.
I'd agree, but Waluigi already has an incredibly solid horizontal recovery. Down Special Air A option can add with Side Special, making his horizontal recovery very strong. I feel an average vertical recovery helps balance things. Not to mention he jumps higher than Falco.He seems perfect but he has a hard time recovering. I don't have any specific suggestions but I'll say give the up only a little more height..