Fortress | Sveet
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i bought mine at launch but it doesn't read discs anymore.
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yea well I don't have any to burn for one...fiz in the OP it says DVD-R is the best
where is this fox
Note: I'm not "holding onto offsets" and not sharing them, the thing is, I don't know where they are. See, I've been changing attack colours in a crude, "mass-production" way, which yields lots of colour changes (as shown in the screenshots), but at the cost of knowing the exact offsets that correspond to an attack.
My old method of focusing on one attack and finding its offsets would simply take too long for the hundreds of attack/effect colours of all the characters.
So what I'll do, hopefully within the next week, is explain how to change and find out attack colours yourself, so that we (whoever wants to) can find out exactly which offset changes the colour of which attack, in every character. If I had to find the exact offset of every attack of every character, it would take me a year.
be patient ppls
i know but i dont have any dvd-r, only dvd+r and dvd+rw...i looked up the difference between the + and - and there doesnt seem to be much of any...fiz in the OP it says DVD-R is the best
ok so the image i burn to the disc doesnt have to be a .iso file? i can just burn the .gcm straight to the disc? would renaming the file .iso from .gcm change anything?The .gcm file is a disc image that you can burn; the extension just signifies that it's a GameCube game instead of an ISO9660 filesystem.
yeah the yellow brawl fox isnt working for me either...
i already let him know in the other texture thread
Lol @ Warrior King.when I put this texture
''Golden brawl style fox replaces PlFxNr.dat
http://www.megaupload.com/?d=GD6MDLKM''
from the post of warrior king, when I run the game the neutral fox is black and white.... not the golden fox u_u
From what I've heard, you can't use DVD-RW discs.Do DVD+RW discs work just as well as DVD-R discs?
The FF values are simply padding....some information 'bout animation that is (maybe) useful :
-animations are seperated by FF FF FF FF FF ...
-animations can't be replaced by replacing the hex values
well o.OThe FF values are simply padding....
i haven't gotten around to it yet, but i do know that animation data offsets and sizes are specified in the main Pl**.dat files, as such any changes to the Pl**Aj.dat files need to be reflected there for the file to load correctly...
well when it didnt work for me i looked it up on a different forum and they suggested those settings...thanks ShadwPhoenx. i'm not positive but i think that everyone's wii is unique in that the ios slot for me could be different from yours or others'
not true at all. I've never used a - disc. never had a problem with my +'s.only - work.
this is cool how did you deduce all this?I think people might like this. These are offsets to floating points that control a move or article. These offsets are for ntsc samus files. I'm pretty sure, though, that the offsets would also be fine on a PAL file.
You need to ask GodFed to help you. I dont know the full math/hex editing process to fix that.I have been modding the audio and I got perfect quality and loops,HOWEVER i CANT fix the one-two second delay in between the end loop and new beginning loop, I have been trying everything and now I am out of ideas
any ideas?
update** i just tested the loop using the test -o test.wav test.hps -l 1 (i hadnt before) and the loop is perfect, but when I run it on dolphin it has that delay still inbetween, it runs really slow but the audio goes at normal speed so i am assuming it will have the delay if i ran it off the wii....
heeeeelp