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I dont know quite your problem but if it helps Ive figured out how to add relocation entries to a file.Those are some virus-eriffic links you got there Tcll. Also, I don't think you should be posting them dude (I think it's against forum rules. Same reason we can't post Melee iso's).
So it turns out I was accidentally using the Goomba's body texture (which was also yellow, so it fooled me good). This is what happens when I use his normal smile. It would seem the UVs are definately bust.
For the record, I did copy over the data that is directly after the Vertices (pretty sure it's normal data there).
EDIT: Oooooooooooooh shoooooooooooot....... I think the bus might stop here. I just realised the issue (also I know where UVs are now). The original stage had a section of UVs for the Goomba's foot. I overwrote that with Doshin's body, which has significantly more vertices than Goomba's foot, as such it would require more UVs. As such I'm going to have to change and delete a few pointers around to get this to work properly... oh well. I got pretty far thanks to you guys. Thank you all!
I've shared my HexEdit crack on here, so I really don't think soThose are some virus-eriffic links you got there Tcll. Also, I don't think you should be posting them dude (I think it's against forum rules. Same reason we can't post Melee iso's).
I'm even interestedIve figured out how to add relocation entries to a file.
Soon...Those are some virus-eriffic links you got there Tcll. Also, I don't think you should be posting them dude (I think it's against forum rules. Same reason we can't post Melee iso's).
So it turns out I was accidentally using the Goomba's body texture (which was also yellow, so it fooled me good). This is what happens when I use his normal smile. It would seem the UVs are definately bust.
For the record, I did copy over the data that is directly after the Vertices (pretty sure it's normal data there).
EDIT: Oooooooooooooh shoooooooooooot....... I think the bus might stop here. I just realised the issue (also I know where UVs are now). The original stage had a section of UVs for the Goomba's foot. I overwrote that with Doshin's body, which has significantly more vertices than Goomba's foot, as such it would require more UVs. As such I'm going to have to change and delete a few pointers around to get this to work properly... oh well. I got pretty far thanks to you guys. Thank you all!
Nah that's not it. Basically, Doshin's body has let's say 700 UVs. None of Goomba's textures have enough UV's in the normal Trophy Tussle stage for me to be able to paste in Doshin's 700 UVs without changing pointers (I did the same thing when I pasted in Doshin's faces). The problem is, while I now know how to redirect pointers for face data, I'm not so sure if I'm on the right track for UVs (heck, Im not even sure if the data I found IS UVs).I dont know quite your problem but if it helps Ive figured out how to add relocation entries to a file.
It's already been done, I believe.hey guys, with 20XX now incorporating SDR characters and stages, can I please request that you guys modify the camera on fourside so that it isn't so close to the stage. or doing something that will have an equivalent effect.
just curious as to why you called them "PAL" files??Yes, you can change the 20XX alt costumes. Just go to the thread and open the alt costumes collapse box and there are instructions at the bottom. You just replace the 20XX alt file with a different file.
As for adding new alt costumes, it is not easy. But just wait until next release!
20XX PAL Character File Names:
(can replace with any custom character file)
Code:TyPit.dat....... PAL Marth (PlMs.dat) ItCo.dat........ PAL Fox (PlFx.dat) TyVirus.dat... PAL Falcon (PlCa.dat) TyWario.dat. PAL Sheik (PlSk.dat) TyOni.dat..... PAL Falco (PlFc.dat)
You can toggle on PAL versions of characters in 20XX. Those trophy files are switched with PAL player files.just curious as to why you called them "PAL" files??
I've always called them "Player" files >_>
PlClNr:
Player Young-Link (Child-Link) Normal
PAL is the European version of Melee.just curious as to why you called them "PAL" files??
I've always called them "Player" files >_>
PlClNr:
Player Child-Link (Young-Link) Normal
I was able to toggle PAL chars on my game, Love how Jiggz/Purrin sounds btw ^_^PAL is the European version of Melee.
He wrote a code that switches the file loaded when you start a match, so instead of loading PlFx.dat, the game loads ItCo.dat. Lets you have multiple versions of one file that you can toggle in game, though Shamrock since discovered how to add additional files to the iso, so overwriting trophy files is no longer necessary.ah, I see
what so does switching the trophy files with those allow you to do exactly??
seeing how, like Brawl, PlMs.dat is marth's game-logic and animation file, I would assume it would allow you to display that character??
I'm honestly not sure as I don't know the game execution yet... heh
I was assuming the color files *Nr.dat, *Re.dat, *Bu.dat, etc., would be the files that would display over the trophy files >.>
(their construction is pretty much the same, except for the 2nd root for matanim in Pl files)
blah blah
You can stretch but the problem would be that the uvs/faces would be stretched as well.Hey @ Milun , I've got a question for you.
Is it possible to 'stretch' stage elements? I saw what you did you MKII and it looks like it's possible.
Could you provide your notes on how to do that?
I'm asking this because I'm wondering if it would be at all possible to basically push down all the connected buildings that are currently on your old fourside stage hack and resize one building part (see below) and make it one large platform so the stage is more akin to Smashville. (ie, you can go under it.)
The building part Lucas is jumping towards is the part in question.
Sorry but I got caught up in dol mods and took a break from stage hacking. Hyrule temple requires model hacking which I havent experimented with yet. Roys target stage is very experimental but theres nothing inherently wrong with it except theres only 1 spawn point and I havent looked at yoshis island but I could probably do that this weekend. Right now Im trying to create a SSS that is better organized for custom stages but I can't figure out how to swap icons. Im sure Ive read how to somewhere on here though.@ Z zankyou
The time has come for me to start working on stage hack related things for the next 20XX release. I’m looking to get some updates from you, because I want to include some of the awesome things you’ve created.
Yoshi’s Island (omega) – did you upload a version with the blocks out of the center of the main platform (that apparently Marth could hit with his up-b)?
Hyrule – is this awesome one done?
Roy’s target stage – should this be included or was this just super experimental?
Snag the trophy – any updates on this? I think I might try and make my own hack for this one.
Any other stage updates or things you specifically would like to see in 20XX that you plan on working on?
Most up to date download links would be appreciated for anything final.
Thanks!
(The same goes to anyone else working on things at the moment. I’m just trying to make a list of the stage swaps that will be necessary for Stage Select Screen).
Just texture edit them to what you want them to do and then use a code likeSorry but I got caught up in dol mods and took a break from stage hacking. Hyrule temple requires model hacking which I havent experimented with yet. Roys target stage is very experimental but theres nothing inherently wrong with it except theres only 1 spawn point and I havent looked at yoshis island but I could probably do that this weekend. Right now Im trying to create a SSS that is better organized for custom stages but I can't figure out how to swap icons. Im sure Ive read how to somewhere on here though.
at 8025bb44
ICICLE_HYRULE:
cmpwi r0, 0x19
bne- END
li r0, 0x0e
END
sth r0,0x001e (r3)
Well the code Im working on swaps them upon button pressing. I figured out how to efficiently go about it though thanks to shamrocks stage striking code.Just texture edit them to what you want them to do and then use a code like
Code:at 8025bb44 ICICLE_HYRULE: cmpwi r0, 0x19 bne- END li r0, 0x0e END sth r0,0x001e (r3)
And this method changes the stage selected too? Yeah you're definitely going to need to share thatWell the code Im working on swaps them upon button pressing. I figured out how to efficiently go about it though thanks to shamrocks stage striking code.
Sorry. Forgot to include these Gecko codes.I can take a look but how exactly do you load the stage directly and without crashing?
Awesome!! I'll be beyond excited if you manage to fix it for all the edges. Adding six new competitive legal stages (eh, maybe 5) is going to be huge! I just foresee people complaining about the edges, so I'd rather nip in the bud now.Thanks based achilles.
It looks like the exact same problem as battlefield maybe a bit worse but I think it's fixable.
Here's my first observation
Even though Fox should clearly grab the ledge it's not possible because your "backwards-ledge-grab-box" (the blue box) overlaps with the ledge.
I'll mess a bit with the GrNSr file to find a fix.
Easiest way to go about this is probably just to make the wall completely vertical. If you want to be fancy you could instead try to make multiple ledge links around the edge.@ Ohsm , @ Z zankyou , @ Milun
If you haven't already seen, I've written code to make the Hyrule Maze Link Battle stages playable.
For the most part, the stages are great! The ledges of the main stage are a little...unforgiving, though. Similar to Battlefield's ledge I'd say. Like with Fox doing a horizontal up-b, if you're not perfectly in line with the edge of the stage, then you won't grab the edge.
Do any of you know how to go about fixing this problem and finding the link coordinates for those ? Ohsm, I think this would just need the exact same change your made to Battlefield's ledges (which was decreasing the severity of the wall angle, right?).
Awhile back I found a "Platform/Ground ID" offset that characterized the location of a stage that the character is on. Since some of this stage hacking knowledge came about, I think this ID I was finding may be the "stage link ID" for the collision the character is on. Not exactly sure.
In an case, the values it gave for all six of the main stages were 0x0, 0x3, 0x7, 0xa, 0xc, 0xf. Maybe this information can help.
What the main stages look like in Develop Mode:
View attachment 38351
The file is GrNSr.dat.
Let me know if you guys have any ideas. Zankyou, say the ID values that I gave were indeed the collision link ID. Do you know the most efficient way of going from the link ID to the link ID's X/Y coordinates in the dat file?
I cant remember the exact details, but take the id number, multiply it by like 8 and go through the spot table. The spot table in somewhere in the immediate area around the link table so you wont miss a group of floats.@ Ohsm , @ Z zankyou , @ Milun
If you haven't already seen, I've written code to make the Hyrule Maze Link Battle stages playable.
For the most part, the stages are great! The ledges of the main stage are a little...unforgiving, though. Similar to Battlefield's ledge I'd say. Like with Fox doing a horizontal up-b, if you're not perfectly in line with the edge of the stage, then you won't grab the edge.
Do any of you know how to go about fixing this problem and finding the link coordinates for those ? Ohsm, I think this would just need the exact same change your made to Battlefield's ledges (which was decreasing the severity of the wall angle, right?).
Awhile back I found a "Platform/Ground ID" offset that characterized the location of a stage that the character is on. Since some of this stage hacking knowledge came about, I think this ID I was finding may be the "stage link ID" for the collision the character is on. Not exactly sure.
In an case, the values it gave for all six of the main stages were 0x0, 0x3, 0x7, 0xa, 0xc, 0xf. Maybe this information can help.
What the main stages look like in Develop Mode:
View attachment 38351
The file is GrNSr.dat.
Let me know if you guys have any ideas. Zankyou, say the ID values that I gave were indeed the collision link ID. Do you know the most efficient way of going from the link ID to the link ID's X/Y coordinates in the dat file?
Perpendicular ledges would fix this quick and easy but it brings some problems, especially Falcon's instant walljump is kind of annoying.Easiest way to go about this is probably just to make the wall completely vertical. If you want to be fancy you could instead try to make multiple ledge links around the edge.
Wow! That looks perfect. You're awesome. I can't test right now, but I'll give more feedback ASAP.Perpendicular ledges would fix this quick and easy but it brings some problems, especially Falcon's instant walljump is kind of annoying.
@ Achilles1515 I fixed the stage on the upper left corner of the mace.
Here's a picture from the debug menu:
And here's a gif of fox:
Could you (or anyone else) please test the stage a bit if it's good enough.
If it's fine I'll fix the other 5 in the next days.
Here's the file: https://www.mediafire.com/?v6c0tby2glw3nnp
And no I haven't made any new hacks sadly, I don't have any good ideas lately.