That addition of more palettes per char is the best. Are there any guides floating around that describe the process on how to do that? Would love to give more colors to ones that don't currently have any extras, like Doc and Mewtwo.
No, there is not a guide. It's just a whole lot of custom ASM I wrote that changes the "to be loaded" costume file name. It’s pure ASM instructions so it’s not coded in a user friendly way. I was previously limited by available space for custom code but I think I have solved that issue for the time being. Next time I get a big chunk of free time, I may work on just powering through the rest of the characters.
But there's a **** ton of other important stuff to do as well. I started working on Player Flags recently (setting up the Debug Menu to display the options in a creative way) but it seems that whenever I get in the groove, rolling with the code, it somehow provides the perfect time for my girlfriend to talk to me for three hours about politics. So it’s been a slow process as of recent, but things are getting done.
I see the to-do list right now as being:
Player flags
A few other new debug menu options/toggles while I’m in the debug menu modifying mood.
Couple more PAL characters
More Alt Costumes
SD Remix (hopefully I’m not running out of replaceable trophy/Japanese files at this point…)
Possibly modify a few event matches (been thinking about this a lot recently)
(at this point, theres so much cool stuff in the hack pack that people can find something new to do with it every time they boot it up)
!!! REWRITE P2 ACTION TOGGLES / START MAKING SOME CPU AI (huge project)
But this is just a theoretical list. It’s doubtful that it will actually be in that order, but that’s my general thought at the moment.
As always, I’ll never stop researching hacks. If I come up with a crazy idea and a way to test it or a way to find some memory address of interest, then I’ll just do it immediately because I’m sporadic like that. But because of this constant curiosity, I feel like I know how to do a lot of cool stuff and this is how I develop new/better ways of doing things.
For example, I’m just now realizing that I can probably write a code to make all CPUs tech and L-cancel (I’m 100% sure I can make them always l-cancel). And yeah….those would be fantastic codes. So I’m probably just going to do that in the next couple of days if it turns out to not be too complicated.
The future is bright.
And btw Steelia, with my experimentation of event matches recently, I tried out the HQ Giga-Bowser and it is super awesome and definitely going in the pack! What are your thoughts about all the new texture hacking tools available that make texture hacking MUCH easier than in the past (Melee Toolkit & DRGN’s new stuff)? Do you plan on making any new textures outside of the HQ ones? All your work is top tier.
Oh yea in case u were wondering how to do this.. Throw the character a few frames before u catch the boomerang. If u catch the boomerang as link is kicking the victim, it will stick to the foot. If u miss the window it will crash ur game so u will have to reset the console entirely.
Glitch tech skill is new meta.
Fair doesn't require different spacing. It's just nerfed. A lot. PAL ganon is really bad.
Ganon:
Code:
Properties:
Weighs 109 (All NTSC & PAL)
Abilities:
Moveset:
Down Aerial does 22% (All NTSC)
Down Aerial does 21% (PAL)
Forward Aerial's Base Knockback is 60 (All NTSC)
Forward Aerial's Base Knockback is 40 (PAL)
Neutral Aerial hits frames 7-8, then 16-17 (1.0 NTSC)
Neutral Aerial hits frames 7-8, then 20-21 (1.1, 1.2 NTSC & PAL)
Up B has a throw speed dependent on the opponent's weight
Fair base knockback of 1/3 less is r.u.f.f. rough.