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The official ask shanus about fighter.pac thread

Shadic

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Will you convert all the fighter.pac injections into fighter.pac itself when Dantarion makes it possible?
 

shanus

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Will you convert all the fighter.pac injections into fighter.pac itself when Dantarion makes it possible?
If we ever do get to fighter.pac rebuilding then I will have to, yes. This is really easy to do anyways since I have the syntax for my codes saved.



@Metal textures: Unsure, it controls all item actions, but the item effects and durations and controlled elsewhere by the game and it terminates those actions after the timer expires. These effects are not even captured in common3.pac, only the item actions itself.
 

standardtoaster

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Why would you rebuild fighter.pac with your codes? Isn't fighter.pac not loaded by the file patch code? It'd make it way too exclusive if people were only able to use it through riivolution.
 

shanus

Smash Hero
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if someone rebuilds fighter.pac at all it will mess up all our offsets and none of our codes would work, hence why you would need to rebuild them into it
 

standardtoaster

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Yeah, which is why I was wondering why would anyone actually want to do that? Of course, speaking about this before we ever get the ability to edit fighter.pac with a gui. :p
 

Shadic

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1) Maybe we could try and get Dantarion or one of our other coders to fix that issue.
2) To make it so P:M can be loaded entirely through replacing files. That way somebody could compile a "Project M" iso for awesome.
 

Almas

Smash Lord
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Jul 6, 2008
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ASM codes can be put into a file. WiiRD-type codes can't be done so easily unless you also put the code handler into the ISO.

ASM codes essentially consist of two things; first, a RAM write into empty space of replacement code to be run in addition to the game's normal code. Secondly, a RAM 'over'write to add a branch to this replacement code at some point (usually a code-appropriate one) in the game's actual code. It is presumed that it is fairly simple for a piece of RAM-write code to be written into the game's true source code.

WiiRD-type codes, though, rely on things which are not recognised by the game. When you write a WiiRD code, you're not telling the game to do something, but rather telling the code handler (which Gecko OS initialized) to do something. Run an Iso, though, and there's no code handler. That said, it seems likely that every WiiRD code -can- be converted into an ASM code, with variable degrees of elegance. Most notable it can be a hassle to do this kind of thing with codes such as changing the stage speed with a button press, because by default the game's code which handles this kind of thing doesn't also have much data on which buttons are being pressed, and ASM uses relative coordinates for addresses instead of absolute ones.
 
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