Fortress | Sveet
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NO!
THiS
IS
SMASHBOARDS!!!!!!!!!!!
THiS
IS
SMASHBOARDS!!!!!!!!!!!
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Hacking Melee is very difficult, since it has no MDL0 content.I'm new to this forum. Why haven't there been more significant character vertex hacks? I'm mean, something more complex than batman ears on Falcon. Something like...introducing an entirely new character model like they do in Brawl vertex hacking.
Is it just too difficult or is it impossible?
Thanks. I just figured since stage hacking was being done, that character model hacking shouldn't be too much more difficult. I'm not dedicated enough to figure it out myself, lol.Hacking Melee is very difficult, since it has no MDL0 content.
If a game has MDL0 files, then it's often possible to hack the game. However, not all MDL0 files operate like Brawl's MDL0s, and some of those MDL0s are even in files that use a different compression than the lz77 compression that Brawl uses.
LMFAO
make it happen
Thanks bro, I just embarrassed myself in class by trying to hold back laughter and failing miserably.
make it happen
I had the same problem bro, i ended up just not using that one. It seems like certain parts dont go into the hex file like Steelia put in. If you want we can try figuring out where everything is supposed to go by simply looking at the default through the hex code.The placements in my red falcon (p|careusd.dat) are broken. The arm textures go on his face and helmet if I place them according to the text file. Has anyone else had this problem?
Yeah every other falcon ive used works fine. Change around Neutral falcon since there arent any "must have" neutral falcon textures out there.So thats why my viewtiful joe texture was messed up. dang it. I got frustrated and quit. I KNEW I WAS DOING EVERYTHING RIGHT.
Did you press "no" when it said "Did you wanna keep the old TOC file size"The load times on my burnt melee DVD vary, but are always longer (some times a little, some times a lot) than regular melee load times.
I played a hacked version at pound and its loadtimes were seamless, any ideas why mine might be longer?
when replacing textures/audio? no i made sure always to press 'no' when it ask me to change file sizeDid you press "no" when it said "Did you wanna keep the old TOC file size"
Maybe that can be the problem...
were you inserting it into the original file or doing the 15 minute version? the original melee hps files have their own loop points (aside from the 15 minute movie) which generally don't line up with anything that is made to be in it's place on a hacked copy.I'm gonna wait to someone makes a Auto HPS Maker because I edited a song to completely loop, but when I use the tools to turn it to a hps file, it messes up the seamless loop.
Yea......so Imma wait to see if anyone makes one.
I was doing the 15 min version, and can someone upload the unedited movie for whatever version that 15 min hacked iso is.were you inserting it into the original file or doing the 15 minute version? the original melee hps files have their own loop points (aside from the 15 minute movie) which generally don't line up with anything that is made to be in it's place on a hacked copy.
I feel that way too....i would assume that no one is making one.
you could be waiting for quite a long time,
Yeah, I was thinking that..but when I do my 99-stock speed run practice I hate unsexy loops LOL, but anyways thats true, I could be waiting here for a while.an easy way to bypass this is to loop it within the file you made. i did this for a song that lasted just over a minute (matrix vs neo). i looped it seamlessly to the best of my ability then repeated i about 10 times to fit within SleepK's 14 minute. you never actually hear the bad loop at the end cause you never really play the game that long anyway. hope that helps, its your best solution as of now and for a long time as Sleepyk says.
I don't know what 0 means. 1 probably means the hitbox does not clash with other ground moves, as Marth's side B does not clash with ground moves. 2 might be for Falco's and Fox's lasers.Hitbox Interaction
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
..............................................^
Length: 2 bits within 1 byte
Range: 0-3
Bits Used:
.....15
| WWWQ QQPP |
This parameter changes what hitboxes the hitbox is able to hit.
0 .Does not hit any hitboxes?
1 .Possibly able to hit something that 0 can't?
2 .?
3 .Able to hit any hitboxes while on the ground, and projectiles on ground or in air
Marth's neutral-B has 0 while his side-B has 1 (except for 3-Down which has 3), but I don't know of any differences regarding what they can hit.
Neutral B does not clash with ground moves either. Space animal lasers do not have the bits set to 2.I don't know what 0 means. 1 probably means the hitbox does not clash with other ground moves, as Marth's side B does not clash with ground moves. 2 might be for Falco's and Fox's lasers.
Falco's Laser:
2C 00 00 03 01 2C 00 00 00 00 FF 38 B4 99 00 A0 00 0[COLOR="Orange"]0[/COLOR] 00 47
2C 80 00 03 01 2C 00 00 00 00 FC 5B B4 99 00 A0 00 0[COLOR="Orange"]0[/COLOR] 00 47
2D 00 00 03 01 2C 00 00 00 00 F9 7E B4 99 00 A0 00 0[COLOR="Orange"]0[/COLOR] 00 47
2D 80 00 03 01 2C 00 00 00 00 F6 A0 B4 99 00 A0 00 0[COLOR="Orange"]0[/COLOR] 00 47
Samus' Charge Shot (full):
2C 00 00 19 04 B0 00 00 00 00 00 00 B4 92 00 00 19 0[COLOR="Orange"]A[/COLOR] 06 9F
Change 0A to 09 and charge shot doesn't clank.
Mario's Fireball
2C 00 00 06 02 58 00 00 00 00 00 00 B4 86 40 00 02 8[COLOR="Orange"]6[/COLOR] 00 23
Change 86 to 85 and the fireball doesn't clank.
[COLOR=#bab0ff][B][U]Falco - Neutral-B[/U][/B]
2C 00 00 03 01 2C 00 00 00 00 FF 38 B4 99 00 A0 00 00 00 47 [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 80 00 03 01 2C 00 00 00 00 FC 5B B4 99 00 A0 00 00 00 47 [COLOR="Yellow"]10 FD D0 00[/COLOR]
2D 00 00 03 01 2C 00 00 00 00 F9 7E B4 99 00 A0 00 00 00 47 [COLOR="Yellow"]10 FD D0 00[/COLOR]
2D 80 00 03 01 2C 00 00 00 00 F6 A0 B4 99 00 A0 00 00 00 47 [COLOR="Yellow"]10 FD D0 00[/COLOR]
[B][U]Falco - Side-B[/U][/B]
(Ground)
2C 00 00 07 04 29 00 00 06 00 00 00 20 8F 00 00 25 0E 00 8F [COLOR="Yellow"]10 E4 50 00[/COLOR]
(Air)
2C 00 00 07 04 29 00 00 06 00 00 00 87 11 80 00 23 0E 00 4F [COLOR="Yellow"]10 E4 50 00[/COLOR]
[B][U]Fox - Side-B[/U][/B]
(Ground)
2C 00 00 07 04 29 00 00 03 E8 00 00 28 0A 00 00 22 0E 00 8F [COLOR="Yellow"]10 A4 50 00[/COLOR]
(Air)
2C 00 00 07 04 29 00 00 03 E8 00 00 28 0F 00 00 22 0C 00 8F [COLOR="Yellow"]10 A4 50 00[/COLOR]
[B][U]Sheik - Neutral-B[/U][/B]
2C 00 20 03 01 F4 00 00 00 00 00 00 00 08 80 00 0C 0C 00 0E [COLOR="Yellow"]10 F5 D0 00[/COLOR]
2C 80 20 03 01 F4 00 00 00 00 00 00 23 08 80 00 0C 0C 00 0D [COLOR="Yellow"]10 F5 D0 00[/COLOR]
2D 00 00 03 01 F4 00 00 00 00 03 E8 00 08 80 00 0C 0C 00 0D [COLOR="Yellow"]10 F5 D0 00[/COLOR]
2D 80 00 03 01 F4 00 00 00 00 FC 18 00 08 80 00 0C 0C 00 0D [COLOR="Yellow"]10 F5 D0 00[/COLOR][/COLOR]
I actually noticed this too, but I guess I just didn't think much of it. I just now changed Sheik's needles' 4-byte tail to that of Falco's laser, but I didn't see any change (I know, I should have done it the other way around). I'll try to do more testing when I have more time later tonight/tomorrow/whenever.Projectile hitboxes seem to always have a 4 byte command that follows them. Dunno what it does.
[B][U]Samus - Neutral B[/U][/B]
2C 00 00 03 01 2C 00 00 00 00 00 00 B4 8A 80 00 07 0A 00 1F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 05 01 90 00 00 00 00 00 00 B4 8B 80 00 08 0A 00 1F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 08 01 F4 00 00 00 00 00 00 B4 8C 80 00 0A 0A 00 1F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 0B 02 58 00 00 00 00 00 00 B4 8D 80 00 0C 0A 00 5F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 0E 02 BC 00 00 00 00 00 00 B4 8E 80 00 0E 0A 00 5F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 12 03 20 00 00 00 00 00 00 B4 8F 80 00 10 0A 00 5F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 15 03 84 00 00 00 00 00 00 B4 90 80 00 12 0A 00 5F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 19 04 B0 00 00 00 00 00 00 B4 92 00 00 19 0A 06 9F [COLOR="Yellow"]10 FD D0 00[/COLOR]
[B][U]Mario - Neutral B[/U][/B]
2C 00 00 06 02 58 00 00 00 00 00 00 B4 86 40 00 02 86 00 23 [COLOR="Yellow"]10 FD D0 00[/COLOR]