diosensakiara
Smash Apprentice
- Joined
- Jul 4, 2009
- Messages
- 168
Hey Almas will I be able to do a Shadow vs Sonic fight now due
to the clone engine now?
to the clone engine now?
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It is not possible to play matches of a character against their alternate version.
I did in fact read the whole post. I'm aware that you can't have multiple versions of the character in a match. I'm asking if you can STORE multiple characters at once. For example, if I want Elemental Marth to be triggered by L while Roy is triggered by R.
Thank you for your help though.
P.s. How do you multiply in hex?
Thanks for the reply Almas. It is pretty disheartening to know that this doesn't work for classic controllers. Is there any possibility of a port?You can.
Use calculator.
There is only support for GC Controllers.
Don't double post, just use edit.meaning like Roy vs Marth We really want that alot! XD
Fixedthe XX part for bowser only has 7 characters...
CorrectMBlaze said:If I had to guess, this is a way to substitute files such as a PSA file on a character triggered by a coded button on the controller? Also a way to switch between Stage textures? I'm just guessing here since I don't really understand it fully.
I understand that you're retiring from coding, but could you do a quick rewrite to make an alternate version of the code that is classic controller supported?Because of the way the game reads controller inputs, the code is easy to write working with only the Classic Controller or only the GC Controller, but trying to mix both of them is just hard to operate.
Yes.Would holding, say, R+A while choosing "Random" on the Stage Select screen load the alternate file if the specified stage is chosen?
sffadsad said:I understand that you're retiring from coding, but could you do a quick rewrite to make an alternate version of the code that is classic controller supported?
Alternate File Loader - Classic Controller Version [Almas]
C23FA350 00000020
90C20000 90E20004
91620008 90A2000C
90620010 91220014
91420018 9182001C
3D800004 618C86C0
3D60805A 3CA0452F
60A57066 90AB7C14
816B7C22 3C608057
60639FF0 84A30010
2C050000 4182008C
7C055800 4082FFF0
3CC04545 60C62F53
7C062800 4082001C
3D60804F 616B78AA
A16B0000 A1430008
7C0A5800 41820050
88A30004 A1430008
39200000 A0C30006
64C68152 7CC66214
3CE0804F 60E76F0A
39290001 7CCC3050
38E709A0 2C090005
4182FF94 89660000
7C0B2800 4082FFE4
A1670000 7C0B5000
4082FFD8 A143000A
3D60805A B14B7C16
80C20000 80E20004
81620008 80A2000C
80620010 81220014
81420018 8182001C
8C040001 00000000
I believe you only need the one code block. I tested the Clone Engine code out with that "Mewtwo" Lucario moveset, and the Lucario skin I had put in didn't load up (Dhragen's "Mickey Mouse" skin), since FitLucario.pac was the only one in the "clone" folder.I'm a bit confused here - is the bytecount the total number of files that will be replaced, or the number of entries in the code? E.g. If I wanted to use Roy instead of Marth, I'd have 3 files - FitMarth.pac, FitMarth00.pac and FitMarth00.pcs. Would that be a bytecount of 30 (3 files) or 10 (1 code block)?
This is amazing by the way. You rock.
A-ha. Thanks for clearing things up, Almas, and thanks for the code, too! :3A valid observation. Only one code block.