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Montimers' Thread - PSA Coding Guide

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
Hello, peoples. I'm the same Mortimer from kc-mm, if you know me already. I'm here doing something I said I wouldn't to at first, which is the possibility of releasing project M versions of my psas. The reason for that is that I have to face vBrawl is almost dead and I can't change this, and getting feedback at kc-mm right now is becoming harder than get hit by a lightning in a sunny day.
So, those psas ARE NOT for project M yet. But I have to know if there are enough interest of people around on this, because I hate doing work for nothing.

Dry Bones

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=36443

Baphomet

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=205192

Koopa Troopa

http://forums.kc-mm.com/Gallery/BrawlView.php?Number=207925


I provided the video preview and the download link. They are slightly outdated because I made some changes after I uploaded them. I'm one step away from cancelling all my releases from now on, so I hope I can get some honest opinions,
 
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PseudoTypical

Smash Lord
Joined
May 5, 2013
Messages
1,326
Location
Pennsylvania
I really want the Koopa Troopa PSA, and probably the Dry Bones one if it gets some animation/shader updates! These are excellent. I'd probably be interested in Baphomet too if it was from a more popular game.
 

NXero

Smash Apprentice
Joined
Feb 6, 2015
Messages
160
I'm still waiting for PMDIY, but I would love if you ported them, or at least Koopa Troopa (not really interested in Baphomet), but I'm not sure if the random moves are a good or bad thing....
Are you working on anything else right now?
 

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
I really want the Koopa Troopa PSA, and probably the Dry Bones one if it gets some animation/shader updates! These are excellent.
Dry Bones is my first work, meaning old. Problem is that model wasn't imported neither rigged by me, so attempting to change it my break it in ways I cannot fix. Not saying it will, but it's a possibility.

I'd probably be interested in Baphomet too if it was from a more popular game.
You have no idea how much I didn't want to read this. But that's ok, it was expected. It's not actually from any game. It's a model created by another person. Still, I appreciate your honesty, and I'm glad you liked the other two.


I'm still waiting for PMDIY, but I would love if you ported them, or at least Koopa Troopa (not really interested in Baphomet), but I'm not sure if the random moves are a good or bad thing....
Are you working on anything else right now?
I had the feeling people don't like changing much PM's gameplay style. I'll probably remove all random attacks to avoid people complaining about that. By the way, I'm very glad you noticed they happen randomly. If you just knew how many already asked me how to use them...
I'm working in a monster from the resident evil series called guardian of insanity/blob. I usually pick more generic characters because they give me more freedom to make my own changes. Don't expect any "main heroes"/"villains" from me.
But forget I said that for now. Converting psas to PM is the very last thing I'll do with a psa. After testing, and if people at kc-mm accept it, then I'll try to bring it here. Otherwise, I won't even bother doing so.
Sorry if that sounds rude for you, but I'm having a really depressive time when it comes to release things lately.
 
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ledgerewskie

Smash Journeyman
Joined
Sep 14, 2010
Messages
450
Location
California
I'm here doing something I said I wouldn't to at first, which is the possibility of releasing project M versions of my psas. The reason for that is that I have to face vBrawl is almost dead and I can't change this, and getting feedback at kc-mm right now is becoming harder than get hit by a lightning in a sunny day.
I know it must suck to have to change to something that plays so differently, when you prefer Brawl's mechanics, but I for one really appreciate you looking into converting your PSAs to PM. What I see here looks good, and I'd like to see how they will translate into PM's faster-paced engine.

Although I took a look at all of them, Koopa Troopa is the one I decided to watch all the way through, and I'd like to see you flesh him out for PM. He moves well for the most part, and a good amount of his attacks would translate well. However, some of his attacks just look jank, like the wall of bullet bills coming out. I would suggest removing some of those elements, and I'm also unsure how his flying works - perhaps that could be balanced as a gliding-type move? Anyway, I hope you stick with modding PM. I know I'd like to see some quality movesets.
 

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
I'm glad you understand what I feel. I'm not here to critique PM. The problem is that Brawl is the first and only smash bros I've played in my life. Since I had no contact with melee, maybe that didn't help much with PM. The main reason however that made me refuse the change was because I boosted up most characters'power because CPU was just too easy to beat, and made several changes, like adding some attacks. If you watched Koopa's video, that Mario's explosive attack was one of them. I didn't care much if it was fitting or not, as I wouldn't release those minor psas, just wanted a better challenge. But changing to PM would mean I would have wasted A LOT of work.

Those bullet bills and the flying with the cape are part of the random attacks I intend to remove to avoid problems in the future. I admit I have much to learn about those new physics before I can actually release something. I've being messing with brawl since 2010, so this is a really new thing to me now. But I'll try. And will fail few times, obviously.
 

PseudoTypical

Smash Lord
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May 5, 2013
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1,326
Location
Pennsylvania
I understand your frustration. If change is inevitable for you, at least there's a chance you'll grow to love PM more than vBrawl!

I agree that Koopa Troopa's moveset seems really well outfitted for PM (minus the random moves, of course). I really love his Warp Whistle. It's so classic to the series and has some really creative uses. Once he has the physics changed I'm sure he'll fit in perfectly.
 

Draco_The

Smash Lord
Joined
Jun 2, 2010
Messages
1,367
As long as you find another place for the up smash one, I'm fine if you decide to get rid of the random attacks. That's the best one and by a mile.

And my feedback on kc-mm still stands.
 

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
I understand your frustration. If change is inevitable for you, at least there's a chance you'll grow to love PM more than vBrawl!

I agree that Koopa Troopa's moveset seems really well outfitted for PM (minus the random moves, of course). I really love his Warp Whistle. It's so classic to the series and has some really creative uses. Once he has the physics changed I'm sure he'll fit in perfectly.
Change is not inevitable. But like I said, I don't like wasting work. If I make things and nobody uses them because they are for a game almost no one plays anymore, it's the same as wasting it. I still play with my real brother and that's what's most important to me, but still I'd like to hear other people's opinions, what hardly happens with vBrawl nowadays.
I forgot to mention those random attacks are always more powerful than the others. Leaving them here can unbalance the gameplay.


As long as you find another place for the up smash one, I'm fine if you decide to get rid of the random attacks. That's the best one and by a mile.

And my feedback on kc-mm still stands.
So you're secretchaos1? Heh, I wanted to make him fly like the super koopas do, but an attack like that would be too unexpected, and you never would be able to control it properly and would most likely self-destruct. So I used the cape from the koopas and made it execute the attack we can perform with Mario while using a cape.
Anyway, I really don't know where I could place that attack. I would have to put it in something like an aimed up-smash, when you press down on the stick, for example.
 

Draco_The

Smash Lord
Joined
Jun 2, 2010
Messages
1,367
So you're secretchaos1?
Try again :p

Heh, I wanted to make him fly like the super koopas do, but an attack like that would be too unexpected, and you never would be able to control it properly and would most likely self-destruct. So I used the cape from the koopas and made it execute the attack we can perform with Mario while using a cape.
Anyway, I really don't know where I could place that attack. I would have to put it in something like an aimed up-smash, when you press down on the stick, for example.
You could turn the random up smash into the actual up smash, acting similar to Bowser's. The first part (when he goes up) would launch foes upwards and the second part either a powerful blow that would send the opponent sliding on the stage, similar to Ike's max charged Eruption in PM, or bury opponents, since the second part has a fairly long startup.
Then either the old up tilt or the up smash reworked as an up tilt. If you ask me, I think that the up smash looks better than the up tilt.
 

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
Of course. Lol, I looked dumb now. :c So there are two people that told me the cape attack is cool, I'm convinced.
I really appreciate the review you posted me there. I know I didn't fix all the problems you mentioned. The one that bothered me most was the transition after the aerial jump back to the fall animation. When I tried to fix it, I made things a lot worse. When I find a somewhat major problem when compared to the others, I feel it's pointless fixing the minor ones when I can't fix the most problematic. Still, when you mentioned that bubble graphic, while I was testing it, I noticed it somehow has physics attached to it, and that's interesting.
Switching those attacks don't look good to me. I feel this cape could be too powerful. If I let it weaker, it won't compensate all the time it takes to fly, land and get up again. I think it will get rather annoying after a few times.
 

SuperMii3D

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I really enjoyed viewing Koopa Troopas moveset, I loved the flute. The other two looked good, but they didnt catch my interest.
 

HypnotizeOverdrive

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I'm likely one of the only outliers when it comes to Montimer's PSAs.

Baphomet creeps me the hell out. I haven't ever seen something so unsettling in Smash, and hell, I'm not sure if it even fits. But that isn't to say that the PSA isn't well done. Doesn't matter if it's from a popular game or not, it's very unique.

Koopa and Dry Bones are two PSAs that I also believe have good work put into them. Sadly I haven't ever tried any of these hacks hands-on but I have admired them from afar. I know it isn't much but needless to say, there's certainly creativity and effort put into all of it and I am definitely a fan.
 
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NXero

Smash Apprentice
Joined
Feb 6, 2015
Messages
160
Baphomet creeps me the hell out. I haven't ever seen something so unsettling in Smash, and hell, I'm not sure if it even fits. But that isn't to say that the PSA isn't well done. Doesn't matter if it's from a popular game or not, it's very unique.
Yeah, when I first clicked the youtube link I wasn't expecting... that... lol

I need to be honest here, when I saw Mortimer's thread on KCMM, I immediately dismissed it due to the generic nature of the characters, but after seeing what he did with Koopa Troopa I can say that I'm a fan too. I would like if he worked on characters from other series too, maybe Black Mage from FF, one of those bounty hunters from Metroid Prime Hunters or characters from unrepresented nintendo series.

I'll take anything he makes though, just no more creepy stuff pls :< (And yes, I did read that you're working on Blob)
 

Montimers

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Joined
Apr 26, 2015
Messages
77
I really enjoyed viewing Koopa Troopas moveset, I loved the flute. The other two looked good, but they didnt catch my interest.
I understand. (Main characters)>(generic characters)>(original characters). In Koopa's case, it's probably more interesting because I made more references. Dry Bones doesn't really attack much on games.


I'm likely one of the only outliers when it comes to Montimer's PSAs.
Baphomet creeps me the hell out. I haven't ever seen something so unsettling in Smash, and hell, I'm not sure if it even fits. But that isn't to say that the PSA isn't well done. Doesn't matter if it's from a popular game or not, it's very unique.
Koopa and Dry Bones are two PSAs that I also believe have good work put into them. Sadly I haven't ever tried any of these hacks hands-on but I have admired them from afar. I know it isn't much but needless to say, there's certainly creativity and effort put into all of it and I am definitely a fan.
Well, thanks for the compliment. Dry Bones was my first psa work and I copied some attacks, which is a thing I don't do anymore. Certainly helps making it less valuable. And Baphomet I'm not even sure where I found those ideas. All started with a random scene I recorded.


Yeah, when I first clicked the youtube link I wasn't expecting... that... lol
I need to be honest here, when I saw Mortimer's thread on KCMM, I immediately dismissed it due to the generic nature of the characters, but after seeing what he did with Koopa Troopa I can say that I'm a fan too. I would like if he worked on characters from other series too, maybe Black Mage from FF, one of those bounty hunters from Metroid Prime Hunters or characters from unrepresented nintendo series.
I'll take anything he makes though, just no more creepy stuff pls :< (And yes, I did read that you're working on Blob)
You were certainly not the only one who did that. That's fine, I knew it would happen, but I have to follow my creativity or my work's quality will be greatly reduced. I didn't mention here, but I like making duos, like Koopa and Dry Bones, Baphomet and the other monster, and some people actually want creepy stuff, what encouraged me to do another creepy creature.
By the way, it wasn't my intention to make anyone feel bad with that video, so sorry. Just recommend you to not watch the alternate final smashes I made for him, because they are quite worse than that.
 

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
Hello for those who checked this thread a few months ago, and for who is reading this now.

To make the explanation short, I didn't post anymore simple because I had nothing to say. Now I have 4 informations to give concerning what I've said here before.

1) Based on the opinions you guys gave me, Koopa will be the only character I'll convert. As I mentioned, my knowledge with PM is very limited. Fortunately, PseudoTypical agreed to help me with the changes so I can start doing something, which I believe, shouldn't take too long once I learn what must be changed.

2) All alternate attacks will be removed from the psa. I know people don't like changing the original PM nature. Those attacks are all listed in my kc-mm thread.

3) I also mentioned I was working on a RE monster character. The beta I released had a very poor reception in kc-mm, so I'm not releasing it anymore. That doesn't mean I'll stop working on it, but means I'll take quite longer to get something else done. If, for some reason, you have any curiosity about it, you can see the video of the character in my youtube channel once it's done.

4) For those who know something about psa coding, I usually makes heavy use of variables in my psas. I don't know how PM handles this. If that causes the game to crash, I'll have to cancel Koopa as well, and, in this case, probably any possible future conversions.


Sorry for taking so long so say something, but I'd rather do this than keep posting unnecessary stuff just to keep this thread in the first page. I'll have more news much sooner this time.
 

Draco_The

Smash Lord
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Jun 2, 2010
Messages
1,367
There was a thread in kc-mm that listed the variables you can use in PM (and Brawl), but since the site doesn't want to load I can't give you a link lol
 

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
There was a thread in kc-mm that listed the variables you can use in PM (and Brawl), but since the site doesn't want to load I can't give you a link lol
I found the thread you were referring to, but that's weird. I already know a few issues caused by wrong variables, so when they happen, I just change them. I always use much higher values than those listed without problems. By the way, PseudoTypical said the psa didn't freeze in PM. Sounds good to me.
 

Montimers

Smash Apprentice
Joined
Apr 26, 2015
Messages
77
Hey guys, I didn't think I would be posting here anymore.
Firstly, I apologize for disappearing, that's not a thing I like doing. Obviously, those conversions for pm I mentioned went kaput ages ago, and now with pm dead I have even less reason to do it.

Despite that, I decided to do this thing I hope can be useful. I wrote several text files explaining what the psa commands do. Not just what they essentially do, but things like when they work, how and when they crash the game and a lot of details you can't find anywhere nowadays.
This is about CODING only. If you want to do a project, regardless of how big it can be, you may find some useful info here.

More important than that, this is a guide, not a tutorial. I'm explaining how you can use your tools to get your project done, not the process of how to get it done.

I know not many psa makers are into brawl hacking anymore, but I felt like I should do this, considering things I announced and I didn't release. Now, my conscience is clean because I provided the way to achieve anything.

This can be either used for vBrawl or PM. Coding is the same.

And about the files, each file presumes you've read everything that comes before that one. I can't explain everything from the beggining because you need to read just one part.
Initially, I was going to record small videos showing what they commands actually do in-game, so you wouldn't need to test to see what really happens. However, that was going to boost the download to 300MB+. So instead of that, I uploaded the demonstration video in youtube. I would suggest to download it using any plugin you may have with your browser to make life easier.

I obviously focused the video in things I did because I can't say you can do it if I don't show it's possible. Already made things by Nintendo will prove nothing.

If you guys actually find use for this, I can consider splitting the video in small pieces and send it along the text files, but I'll have to lower the quality to lower the download size.
Here is the link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=213305
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=213305
And here is the demo video:


Anything that don't work, or you think it's wrong, I'll be glad to help and fix the files as soon as possible. I'm pretty used to brawl coding so there may be things obvious to me that is not obvious to everyone.
 
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