The Shadow
Smash Apprentice
Remember, these backgrounds are multiple 3D models you're trying to remove.
If we could adjust that then we would have advanced model hacks.
If we could adjust that then we would have advanced model hacks.
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Is there a version of Milun's MK2 with this done? If not, I'll make it.Code:*************************** * Doraki Edge Angle Limit * *************************** (-94.09, -54.4985) (-89.9821,-100) Testing coords that are on the limit of not Doraki'ing (changed the second Y value to -105 and Doraki did happen, but not with -100). Gives angle of 84.84 degrees. Basically, -------------------- \ x) \ \ \ \ if x > 85 degrees then Doraki will take effect.
I'm cookin' up something sweet to fix this problem and more. The brainwave came to me today at work.Is there a version of Milun's MK2 with this done? If not, I'll make it.
Let me know when you do. Im going to start making stages again.I'm cookin' up something sweet to fix this problem and more. The brainwave came to me today at work.
C208183C 0000000E
887F0856 C1E289AC
FC0FF840 41820008
887F086A 2C030000
41820050 546007FF
40820040 546007BD
41820024 FC010040
4181001C 889F210C
2C0400FE 40820010
38800000 989F210C
D3FF2110 5460077B
41820018 809F2064
2C04001A 4081000C
386000FE 48000008
887F210C 00000000
Great stuff. But from the sound of it the code probably disables doraki walljumping on all stages. I can get it pretty consistently with fox on fd so itd be cool if it only applied to stages with a right angled ledge.As it stands, there are two main issues with grabbable ledges that include 90 degree vertical long walls.
Apply this Gecko code or inject in into your DOL file and you now have access to 3 new flag values to be added to left/right wall links in a stage DAT file.
New Wall Flag Values:
0x00 = default, no changes
0x01 = disable walljump
0x02 = enable walljump anytime character is in contact with the wall
- aka enable scarjumping on 90 degree long walls
- solely enabling this flag will cause the ledge to always insta-walljump
0x04 = disable walljump during first 2 frames of fall from ledge
- aka disable insta-walljump (Doraki)
If you want to enable more than one at a time, just add the flag values.
So, a byte flag of 0x06 will disable insta-walljumping and also allow scar-jumping which seems quite ideal to me.
It does not automatically apply it to every stage. You manually select stage links to apply it to by editing the stage files.Great stuff. But from the sound of it the code probably disables doraki walljumping on all stages. I can get it pretty consistently with fox on fd so itd be cool if it only applied to stages with a right angled ledge.
Wait wait WAIT.Nintendo Gamecube [Achilles]
Nintendo Gamecube (GrTLg.dat)
View attachment 68395
- An exact clone of Final Destination (camera, blastones, main stage coords) but with 90 degree long walls. Still only a single spawn point but that is fixed with another code at some other time.
- Test with the above code enabled for scar-jumping and no insta-walljumping.
Interesting. If I remember correctly, one thing I noticed a while back is that the "number of bot links" and "lowest index of bot links" halfword sections are switched. (along with the other collision types).For anyone interested. Yaks notes are basically a ported over copy of brawls collision data. That also explains why its a bit off. I always wondered how he figured everything out so fast and then left after 2 post.
Why not just make the characters bigger?Hey everyone, was there every made/uploaded a tiny stage? I want a stage so small that only one player is every really grounded.
I remember seeing this stage:
But this is much too wide. I'm thinking about the width of one of battlefield's platform, but with walls like the picture.
It would basically be a game of king of the hill, and to get back on the stage would be a fantastic exercise to practice your recovery.
I doubt you guys do requests, but I can't imagine making this sort of stage would be impossible nor difficult to make. (but what do I know)
The plainer the stage the better. I think I saw something like this using assets from temple, but I can't find it..
Doesn't their recovery lengths stay the same?Why not just make the characters bigger?
Is it just me or does this not work for anyone else.le bump
I have moved domains so the resources pages moved too. The new servers don't like the filenames tho so I have to work on it, but most of it works fine.
http://beli.sugardust.ml/ssbm/milun/ales/index.htm
Hey everyone, was there every made/uploaded a tiny stage? I want a stage so small that only one player is every really grounded.
I remember seeing this stage:
But this is much too wide. I'm thinking about the width of one of battlefield's platform, but with walls like the picture.
It would basically be a game of king of the hill, and to get back on the stage would be a fantastic exercise to practice your recovery.
I doubt you guys do requests, but I can't imagine making this sort of stage would be impossible nor difficult to make. (but what do I know)
The plainer the stage the better. I think I saw something like this using assets from temple, but I can't find it..
Yax, it's good to see you back. Thank you for the stage hacking documentation you posted a while back. Did you make a stage editing program??Hey ya, I may have one for you:
Does this suit you?
It's an empty version of Hyrule temple, with just that plateform left.
Here is the .dat file https://github.com/Yax42/ssbm_stage_edit/raw/master/custom_stages/GrSh.dat (although is it the way .dat files are shared ? No compatibility problems ?)
Well the problem with a stage editing program is that you need a model viewer. TCLL is the only one I know whos made progress on that end. Could probably add just a general editing script to UMC if he got stages working.Yax, it's good to see you back. Thank you for the stage hacking documentation you posted a while back. Did you make a stage editing program??
Well, I kinda did, but it's very limited and far from being friendly user, and the visual is in 2D (I have never worked on the 3D meshes).Yax, it's good to see you back. Thank you for the stage hacking documentation you posted a while back. Did you make a stage editing program??
Interesting. If I remember correctly, one thing I noticed a while back is that the "number of bot links" and "lowest index of bot links" halfword sections are switched. (along with the other collision types).
Oh, damn, I just realized what the problem actually is! I haven't been working on any Brawl. This simply is an endian problem! Let me explain.The .dat file is in little endian. My computer is in big endian. Therefore to operate on the values I had first to reverse every bits of every 32 bits (turning 001 into 100). Well, that's great, now I can operate on the values, and if I wanna save the data I just have to turn them back into little endian before writing the file. But... while reversing every 32 bits had no side effects on int4 and floats... it actually also reversed the order of the bytes inside the "32bits". That's the reason why every time I used substructures smaller than 4 bytes, their order was reversed \o/Yeah thats what it should be. Its the same case for the coll data. Brawl differs here a bit.
I'd like to know how to change the angle of the light source that casts shadows.Oh, damn, I just realized what the problem actually is! I haven't been working on any Brawl. This simply is an endian problem! Let me explain.The .dat file is in little endian. My computer is in big endian. Therefore to operate on the values I had first to reverse every bits of every 32 bits (turning 001 into 100). Well, that's great, now I can operate on the values, and if I wanna save the data I just have to turn them back into little endian before writing the file. But... while reversing every 32 bits had no side effects on int4 and floats... it actually also reversed the order of the bytes inside the "32bits". That's the reason why every time I used substructures smaller than 4 bytes, their order was reversed \o/
I'm currently trying to improve my understanding of stage files (mostly by reverse engineering). You people seem to have done some pretty sick work around it, and I think it'd be pointless from me to work on what have already been discovered by others.
I want to know the state of art.
I'm currently working on those sections
What do you guys know about it that I don't?
- coll_data
- grGroundParam
- itemdata
- yakumono_param
- ALDYakuAll
What is version of blender in this video?By the way, for those of you who've seen my Mushroom Kingdom tutorial, I did a dump of the models for Kirby 64 in Blender:
https://www.mediafire.com/?vkbv7sv0v6yrfy7
When you're done working with the models, you need to select ONE of the two that are in the scene and go export > obj.
When in the export window, be sure to have "selection only" and "keep vert order" selected.
Then, after exporting go to the .obj file, open it in notepad, and remove all rows of text that don't begin with data in the format of:
v 1.4390 3221.34 392.324234
You can then use my terrible program to convert them back into Hex:
https://www.mediafire.com/?z1a89nxgvofowhd
Finally, open the file the program spits out and copy all the Hex text. In your .dat, paste it in one of the following:
If you edited the part of the model which has the tree in it (the back half of the stage) paste it here: 0000480
If you edited the part of the model which was twice as large (the front half of the stage) paste it here: 0000E920
Thanks. and my first attempt XD (Ganon)Hm... not sure, but I'd assume 6.49b. That was the one I used for a while, but it's really not important which version you use (I've been using the latest without adverse affects).
If I were to guess Id say its not too feasible. Youd have to ask achilles though. If the data for that background is in the dol then it could be done through asm hacking.I'm curious, what work would need to be done to have it so that final destination can have the background of the hyrule maze when you initiate the fight with link?
The method I use isn't very "scientific". Basically, you look at the start of the file, and there'll be a visible beginning to the vertice data (what I mean is, instead of 00 00s everywhere it becomes a whole array of values). Then I search for the first occurrence of 00 00 00 00 00 00 after that point (model data is usually followed by blank hex), and copy from start to finish. Like I said; not professional at all, but for my purposes it gets the job done.Thanks. and my first attempt XD (Ganon)View attachment 85234
How do you find model data starting offset?
(Ex. in this video, 7:09 "30B0" https://youtu.be/tw6sxxZ9J1M)
I'm not sure. I've seen 20XX use imported models (I think. Just look at the Greece stage), but I have no clue how they do it.Would it be possible to take a Pm stage model and use it in melee, or re-code it into melee? (Final Destination for example)
Ive already taken a few stages and done this.Would it be possible to take a Pm stage model and use it in melee, or re-code it into melee? (Final Destination for example)
Wow really? Is there a tutorial on doing that? I'm quite interested.Ive already taken a few stages and done this.
Wow really? Is there a tutorial on doing that? I'm quite interested.
Do you understand the melee file format?
Its not. Which is why i havent made a guide on how to go between them. Theyre similar though so after assaulting tcll with questions I figured it out.Hm...... I'd say enough to import the Love Giant trophy over the Goomba in Trophy Tussle. I'm quite used to doing things manually (heck I texture hacked the really old way up until recently). I didn't know that Brawls models were in the same format as Melee's though.