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P:M Plug+Play .RELs (Module Files) Want to Port Ridley? Come here!/Modding FAQ

Next P+P .REL?

  • Peach

    Votes: 2 3.0%
  • Ike

    Votes: 9 13.6%
  • Wario

    Votes: 12 18.2%
  • Ganon

    Votes: 23 34.8%
  • Lucario

    Votes: 20 30.3%

  • Total voters
    66

PyotrLuzhin

Smash Journeyman
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Messages
470
Location
Altair's Lair
EDIT 12/20/15: IF YOU'RE HAVING PROBLEMS PORTING OVER A CERTAIN GOLDEN SUN CHARACTER: READ THIS:

STEP 1: Download HxD
STEP 2: Open RSBE01.gct in the "codes" folder on your SD Card or sd.raw file
STEP 3: CTRL+F for the following code (MAKE SURE that your search type is "hex"):

80000000 80B0B9B0
80000001 80B0BBA8
8A003801 00000000

STEP 4: Delete the highlighted hexadecimal code


I've been sitting on these for a while, so with all of the awesome PSAs being released/worked on right now for P:M, I've decided to make a formal thread for these files. Credit goes to PhantomWings for creating the bases for these modules; I made the additions/modifications, but he serves as the giant shoulders upon which I stand.

Port-Specific Fixes:
Isaac compatible .GCT: http://www22.zippyshare.com/v/qt8x9O1X/file.html
G+W Costume Fix:


I will add more as I create them

PM P+P .RELS (FOR PM'S CLONE ENGINE OR BRAWLEX NON-CLONE PORTS)

PIT

RIDLEY (CONTAINS PREMADE PORTS)
MARIO (OVER OLIMAR BY DEFAULT)
SNAKE
PIKACHU
MARTH
LINK
SONIC (NEEDS A SONIC RESULT.PAC [rename to fit your characters])
LUCARIO
IKE
PEACH
OOT GANONDORF (BGG's mod)

COMING SOON:
GANONDORF
LUIGI
FOX
CAPTAIN FALCON
ROB

PM EXModules:

COMING SOON

OTHER PROJECTS RIGHT NOW:

BOMBERMAN FOR PM (USES LUIGI AS A BASE)


SOUNDBANK CODES:

04AD8XXX YYYYYYYY

Replace XXX with (9E0+Char ID*4)

Replace YYYYYYYY with a soundbank ID


CHAR IDs
MARIO: 00000000
DONKEY: 00000001
LINK: 00000002
SAMUS: 00000003
YOSHI: 00000004
KIRBY: 00000005
FOX: 00000006
PIKACHU: 00000007
LUIGI: 00000008
CAPTAIN: 00000009
NESS: 0000000A
KOOPA: 0000000B
PEACH: 0000000C
ZELDA: 0000000D
SHEIK: 0000000E
POPO: 0000000F
NANA: 000000010 (SOPO/UNUSED)
MARTH: 00000011
GAMEWATCH: 00000012
FALCO: 00000013
GANON: 00000014
WARIO: 00000015
METAKNIGHT: 00000016
PIT: 00000017
SZEROSUIT: 00000018
PIKMIN: 00000019
LUCAS: 0000001A
DIDDY: 0000001B
POKETRAINER: 0000001C
POKELIZARDON: 0000001D
POKEZENIGAME: 0000001E
POKEFUSHIGISOU: 0000001F
DEDEDE: 00000020
LUCARIO: 00000021
IKE: 00000022
ROBOT: 00000023
LYN: 00000024
PURIN: 00000025
MEWTWO: 00000026
ROY: 00000027
SAMI: 00000028
TOONLINK: 00000029
TOONZELDA: 0000002A (UNUSED)
ISAAC: 0000002B
WOLF: 0000002C
KNUCKLES: 0000002D
SNAKE: 0000002E
SONIC: 0000002F
SOUNDBANK IDs (Under Construction)
MARIO: 00000001
CRAZY HAND (OOT GANON): 00000142
FAQ:

What is a Plug+Play .REL?

A .REL, or a relocatable module file, is one of the key file types in Wii programming. They enable the Wii to dynamically load and unload programs with ease.

What does this mean in the context of Brawl/P:M? Essentially, they act as blueprints that the game uses to build characters at the beginning of a given match. Every character has a module, except for characters who exist in one module (Shiek, ZSS, Giga and Warioman) or inhabit a single collective module (PokeTrainer Pokemon and the Alloys). In order for a character (FitMario.pac) to operate properly, the correct module with the correct functions for this given character (ft_mario.rel) must exist in the filesystem.

These P+P .RELs have been specially modified to contain the adjustments necessary to function during gameplay in P:M.


How do I use this file?

Let's say you have a PSA that you'd like to place over another character (i.e. Goku). Goku has Pit as a base, so you'd need to download the P+P .REL earlier in the OP for Pit and place the file in your pf/module directory on your SD Card, being sure to rename the module to fit the character being replaced (i.e. ft_mario if you want to replace Mario).

Download the module editor HERE, and open the newly-renamed P+P module. Navigate to Section[8] of the module, and replace the first 8 bytes with the character id that matches the name of your module. If you download the Marth module, for example, the first 8 bytes of Section[8] will read 00000011. To replace Mario, you'd copy and paste his char id over the Marth ID.

CHAR IDs (Replace the first 8 bytes of Section[8] of the module)
MARIO: 00000000
DONKEY: 00000001
LINK: 00000002
SAMUS: 00000003
YOSHI: 00000004
KIRBY: 00000005
FOX: 00000006
PIKACHU: 00000007
LUIGI: 00000008
CAPTAIN: 00000009
NESS: 0000000A
KOOPA: 0000000B
PEACH: 0000000C
ZELDA: 0000000D
SHEIK: 0000000E
POPO: 0000000F
NANA: 000000010 (SOPO/UNUSED)
MARTH: 00000011
GAMEWATCH: 00000012
FALCO: 00000013
GANON: 00000014
WARIO: 00000015
METAKNIGHT: 00000016
PIT: 00000017
SZEROSUIT: 00000018
PIKMIN: 00000019
LUCAS: 0000001A
DIDDY: 0000001B
POKETRAINER: 0000001C
POKELIZARDON: 0000001D
POKEZENIGAME: 0000001E
POKEFUSHIGISOU: 0000001F
DEDEDE: 00000020
LUCARIO: 00000021
IKE: 00000022
ROBOT: 00000023
PRAMAI: 00000024 (UNUSED)
PURIN: 00000025
MEWTWO: 00000026 (UNUSED IN BRAWL)
ROY: 00000027 (UNUSED IN BRAWL)
DR_MARIO: 00000028 (UNUSED)
TOONLINK: 00000029
TOONZELDA: 0000002A (UNUSED)
TOONSHEIK: 0000002B (UNUSED)
WOLF: 0000002C
DIXIE: 0000002D (UNUSED)
SNAKE: 0000002E
SONIC: 0000002F

Does this work for BrawlEX?

No, and it never will.

Is this Glitch-Free?

That's for you to tell me lol. In my time using these modules, I haven't encountered any issues. However, you will NOT have a good time if you try to replace Pokemon Trainer. For now, avoid replacing any transforming characters, and report any freezes with SPECIFIC INSTRUCTIONS on how to replicate this issue. Otherwise, I can't debug and fix the problem.

Can you please make (insert character here)?

Maybe. There's a second method that I use to make patched modules with which I'm much more comfortable, and I'd be more inclined to use that method for characters that PW hasn't done already. If you don't know how to edit a .gct codeset (the file that makes P:M P:M), don't expect it to be easy. I've done this for Captain Falcon and Fox, and I could do it for anyone in the cast.
 
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PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
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Altair's Lair
OP now contains a download link for a Mario port. I plan to upload Snake and Pikachu soon, but I need to test Snake out a bit more before I do so.
 

PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
Here are some screenshots of some other things I'm working on right now:
Slippy PSA (Fox over X). Model credit goes to C2P0, Demon_of_Elru and Pixelcraft
Viewtiful Joe by SDoom et. al, balanced for P:M (C. Falcon over X)

If anyone knows how to make a Viewtiful Joe emblem model for the results screen (like for Bowser), I would HUGELY appreciate it.
 
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PseudoTypical

Smash Lord
Joined
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Messages
1,326
Location
Pennsylvania
Here are some screenshots of some other things I'm working on right now:
Slippy PSA (Fox over X). Model credit goes to C2P0, Demon_of_Elru and Pixelcraft
Viewtiful Joe by SDoom et. al, balanced for P:M (C. Falcon over X)

If anyone knows how to make a Viewtiful Joe emblem model for the results screen (like for Bowser), I would HUGELY appreciate it.
10/10, would play Slippy all day (don't really know much about Viewtiful Joe). Will a .rel for Fox be made in order for this to work?
 

PyotrLuzhin

Smash Journeyman
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Messages
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I currently plan to design Slippy as a joke character who can still be competitively viable. Through Street Fighter-tinged lenses, I always saw Fox as Ryu, Falco as Ken and Wolf as Akuma, so Slippy would make for a natural Dan.
 

PyotrLuzhin

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Messages
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more random stuff I'm working on lol

I was playing around with a code that disables side-b moves, and I ended up going all the way, making a CSS screen and everything. Should I finish the mod? The ultimate result would be a blend of melee and 64, since I'd keep airdodges, wavedashing and the basic physics engine of melee. To make it feel more 64-esque, I'd change characters at a PSA level, increase hitstun, remove side-bs (which I've done already) and charged smashes, and change some of the animations to match 64's.

Here's a shot of the CSS:
 

Dark-Samus-Lives

Smash Journeyman
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Phaaze
Wowza. Is this the information we had a Conversation about, i.e. Dark Samus going over Pit?

Anyhow, this sounds potentially monumental for Smash modding.
 

PyotrLuzhin

Smash Journeyman
Joined
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Messages
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Altair's Lair
Wowza. Is this the information we had a Conversation about, i.e. Dark Samus going over Pit?

Anyhow, this sounds potentially monumental for Smash modding.
Yep, basically haha. The only difference now is that I could port Samus herself, but you'd have to disable transformations in the resulting port.
... Project Reality 64?
afaik no one's really working on that project anymore. It sounded awesome, which is why I've taken matters into my own hands. It's not a carbon copy of what those guys intended to do; it's more a reflection of my own vision of how a Smash 64 mod would function.
 
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Cahalan

Smash Ace
Joined
Aug 23, 2014
Messages
925
Wow @ PyotrLuzhin PyotrLuzhin you've been branching out alot! :) I'd like to play around with the Project M64 mod you have there, we just need all the 64 stages and we're all set! Someday I'd like to also play with viewtiful joe as the latest on the vault has the link disabled....

One day I dream we can have a bigger roster without sacrificing any of the people present in Project M so far using their engine; and with all of these awesome PSA's coming out soon, I may have a hard time choosing who to add (with some help)! ;)

Edit: I can imagine that April fools video actually coming true now! Smash needs a buncha' jokers to spice things up, eh?
 
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PyotrLuzhin

Smash Journeyman
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Messages
470
Location
Altair's Lair
Wow @ PyotrLuzhin PyotrLuzhin you've been branching out alot! :) I'd like to play around with the Project M64 mod you have there, we just need all the 64 stages and we're all set! Someday I'd like to also play with viewtiful joe as the latest on the vault has the link disabled....

One day I dream we can have a bigger roster without sacrificing any of the people present in Project M so far using their engine; and with all of these awesome PSA's coming out soon, I may have a hard time choosing who to add (with some help)! ;)

Edit: I can imagine that April fools video actually coming true now! Smash needs a buncha' jokers to spice things up, eh?
Don't worry, I haven't forgotten about what we've discussed; I'm pretty close to cracking that alloy issue, which would open up 4 more slots for us. In the 64 mod, the clone slots would be occupied by the polygon team, metal mario and giant DK.
 

Cahalan

Smash Ace
Joined
Aug 23, 2014
Messages
925
Don't worry, I haven't forgotten about what we've discussed; I'm pretty close to cracking that alloy issue, which would open up 4 more slots for us. In the 64 mod, the clone slots would be occupied by the polygon team, metal mario and giant DK.
That 64 mod might as well be Reality 64 Reborn at this point. You're really going all out at this point! Keep going and make it shine. That other thing can wait a bit longer. :)
 

PyotrLuzhin

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If anyone's experienced with CSS editing, I'd appreciate a bit of advice on moving the back button to the right side of the screen so as to match 64's layout. I'm guessing that it has to do with the bones in the menu model..

And yeah, all of the HD 64 remake stages will be included in this mod, as well as their original counterparts. I don't know whether I should make Metal Mario and Giant DK playable...
 

drogoth232

Smash Lord
Joined
Nov 28, 2011
Messages
1,072
I would use that in a heartbeat! Do you have any advice for remaking 64 attack animations? I'm going to start on that soon.
Other than practice over and over? Just look at animations from other games and act the animations out yourself. Using Maya also helps out a lot, but setting it up can take a wee bit. And never be too afraid to take criticism. It's the easiest way to get better sans practice.
 

PyotrLuzhin

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Other than practice over and over? Just look at animations from other games and act the animations out yourself. Using Maya also helps out a lot, but setting it up can take a wee bit. And never be too afraid to take criticism. It's the easiest way to get better sans practice.
Makes sense, I'll just keep working at it and post the results as they come.
 

PseudoTypical

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Could I suggest that you do Wario next? Leon Exodio is almost done with Shadow over Wario v3 for PM and it'd be cool to be able to port it.
 

TopazPhoenix

Smash Apprentice
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Dec 30, 2014
Messages
182
I'm just curious, what difference does it make to have the .rel ported to an unused slot, like Toon Zelda or Dr. Mario, rather than over a character slot? Wouldn't you have to port it to a character slot anyway to make file references consistent? Or is it just the difference in the module ID?
 

PyotrLuzhin

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Could I suggest that you do Wario next? Leon Exodio is almost done with Shadow over Wario v3 for PM and it'd be cool to be able to port it.
I was actually just thinking about doing that haha, good call! It might take me a little longer because of Warioman, but I think it won't be that big of an issue.
I'm just curious, what difference does it make to have the .rel ported to an unused slot, like Toon Zelda or Dr. Mario, rather than over a character slot? Wouldn't you have to port it to a character slot anyway to make file references consistent? Or is it just the difference in the module ID?
Oh, you'll need to change the port to the slot you'd like to replace. I just left the unused slot references in for my own purposes.
 
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sporksparks

Smash Cadet
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May 16, 2015
Messages
33
Wait if I understand this right I can install Ridley over an unused character slot? (Like Dixie or Dr. Mario)? Do I just put the P+P RELS in?
 

TopazPhoenix

Smash Apprentice
Joined
Dec 30, 2014
Messages
182
Wait if I understand this right I can install Ridley over an unused character slot? (Like Dixie or Dr. Mario)? Do I just put the P+P RELS in?
You could, if you knew how to use the clone engine, but how to use it is not public.
EDIT: @ PyotrLuzhin PyotrLuzhin knows how to use it, but I don't think he'll want to release a new, scrambled gct every time someone wants another slot for X character. Plus, I don't know how PMDT would feel about it, since they're ok with Brawlex existing, but it's not really stable, so I don't know.
 
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PyotrLuzhin

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Wait if I understand this right I can install Ridley over an unused character slot? (Like Dixie or Dr. Mario)? Do I just put the P+P RELS in?
You could, if you knew how to use the clone engine, but how to use it is not public.
EDIT: @ PyotrLuzhin PyotrLuzhin knows how to use it, but I don't think he'll want to release a new, scrambled gct every time someone wants another slot for X character. Plus, I don't know how PMDT would feel about it, since they're ok with Brawlex existing, but it's not really stable, so I don't know.
hmmm... yeah, I'd like to stay in the PMDT's good graces as much as possible. Keep watching this thread, though, because I plan to release a sort of compromise to the whole clone engine issue soon ;) It involves our good friends the alloys lol

As for your question, mr. sporks, TopazPhoenix described it better than I could have haha. You'd need some supersecret codes that I am not at liberty to give at the moment. Follow the instructions in the OP to edit the module to replace whomever you wish.
 
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drogoth232

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Nov 28, 2011
Messages
1,072
I didn't realize that the PMDT's GCT codes were copyrighted and unable to be distributed.

Man, I almost thought PM was a Free Mod and DL for people.
 
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PyotrLuzhin

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I didn't realize that the PMDT's GCT codes were copyrighted and unable to be distributed.

Man, I almost thought PM was a Free Mod and DL for people.
assuming you're being sarcastic, lol in what post did I say anything about GCTs being copyrighted? don't put words in my mouth to misrepresent my argument. I merely want to show respect to the creators of these codes; in numerous places, they whined about people spreading their work around. In most cases, this was justified, since most people have no clue how to use the codes properly. Additionally, I'm still working out bugs in the extended slots, so I don't want to release something that could break peoples' games in unforeseen ways.
 
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PyotrLuzhin

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I have no idea how any of this works so I can't tell how bad of a problem this is.
It's absolutely bizarre lol, I've never encountered anything like it before. There's an issue with the way the game builds his bike that I'm pretty close to fixing. For some reason, it throws the game into this "insert disc" state on dolphin.
 

PseudoTypical

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It's absolutely bizarre lol, I've never encountered anything like it before. There's an issue with the way the game builds his bike that I'm pretty close to fixing. For some reason, it throws the game into this "insert disc" state on dolphin.
Oh yeah, his bike is really weird from what I've heard. So long as it's fixable. lol
 
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