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Why Did the Clone Engine Fail?

Raccoon Chuck

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I know.....I know. You guys here this all the time but I have never been given an explanation as to why the system failed. The very idea of a clone engine has always stirred an interest among Smashers, which is ironic considering many Smashers contributed to the eventual banishment of of the Forgotten 4. I feel it's time we finally have a place to set the record straight as to why character duplication is such a silencer among these boards.
 

Mr.Jackpot

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Because it's not done yet, and as far as anyone outside of the PMBR knows may or may not be under work.
 

Raccoon Chuck

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Thank you, I am at peace.
Aren't there a few slot adding hacks floating around out there? I think there was this C-Bliss thing I heard about, but I don't know it's exact specifications.
 

F. Blue

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C-Bliss adds extra costume slots for every character, but no new character slots. It seems like a no-brainer that PMBR would include that in 3.0, but it might require bringing on some more texture artists.
 

HyperrCrow

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It seems like a no-brainer that PMBR would include that in 3.0, but it might require bringing on some more texture artists.
Don't think they'll really focus on this considering that adding extra costumes with C-bliss would force every slot for each character to be filled. That would mean they'd have to create a bunch of new original textures, CSP's, BP's, Stock Icons for over 30+ characters which is over 150+ new textures that would have to be inserted. All of that while being wary of the filesize of the common5.pac and those files, which is a pain.
 

Raccoon Chuck

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They could bring a few textures. Like Doctor Mario on Mario. Roy on Marth. Give Pikachu some colors, like shiny. etc.
Yeeeeeeeeeeeeeeesssssssssssssssssss.
Once again, if there's a way to put sound effects over specific textures, we could make the Roy fans a little more content with the wait for cloning.
 

Mithost

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One thing I was curious about is taking that old multi stage texture code and modifying that to fit characters. It was a code that loaded a different .pac depending on what button combination was pressed in the SSS. Wouldn't we just be able to revamp the character select screen with a bunch of characters bundled together (soul calibur style?)
 

_R@bid_

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One thing I was curious about is taking that old multi stage texture code and modifying that to fit characters. It was a code that loaded a different .pac depending on what button combination was pressed in the SSS. Wouldn't we just be able to revamp the character select screen with a bunch of characters bundled together (soul calibur style?)
Or, similar to this, you could try modifying FPC 3.5.3 or the Triple Rasta codes, both of which give you multiple RSBE folders that can be switched between, into a full on clone engine. The only problem that I know of with that is that you can't have the equivalent characters from each folder fight as of right now, but there must be ways to work around that. I'm sure the PMBR are experimenting with this sort of stuff.
 

Raccoon Chuck

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Perhaps we could find a way to have FitXmotion and FitX files from one RSBE file be used as an outside source in the transition to the other. I'm not sure that's plausible, but if so it could work perfectly.
 

Mithost

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I don't know much about hex editing or codes in general, I'm just posting the idea. I think with a really complicated code it should be possible to have each character slot to have 2-3 characters on it, and I would be willing to make some CSPs that feature the three characters and the button combos that match them. We could have it so you hold R for one character, L for another, or nothing for the original character. If someone makes the code, I'll make some graphics.
 

Raccoon Chuck

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I likes. We could bring in some C-Bliss + too. All I would ask for is the missing Melee characters, but with changes made to slightly differentiate them from the characters that were balanced through their properties( Mario and Doc are the two where it actually feels necessary).
 

MaxThunder

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One thing I was curious about is taking that old multi stage texture code and modifying that to fit characters. It was a code that loaded a different .pac depending on what button combination was pressed in the SSS. Wouldn't we just be able to revamp the character select screen with a bunch of characters bundled together (soul calibur style?)
that was done ages ago, actually... but the game still won't load a character twice... so you wouldn't be able to play two chars from the same bundle at the same time...
 

Mithost

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It still seems like something I would use, honestly. I was thinking of a weird way of coding around it. Once again, theory will probably be proven wrong by fact, but it's an idea.

Dynamic custom characters. A maximum of 4 individual characters can be loaded at a time, so if we set it up so each custom character can be placed over 4 different slots, there will be no conflicts. I am not sure how we can make dynamic custom characters, but I know that popular characters have been ported over pretty much every character in the original roster. Here's an example.

4 players are in a group. All four pick a character from the same slot. Because there is 3 characters per slot, two people need to have the same character. Also, because the custom characters are dynamic, each one of the characters in the slot can go over Toon Link, ROB, Snake, and Sonic. The code will assign each custom character an open character slot to replace, depending on which ones are already taken (the code would go in order from player 1>4 to avoid conflicts). This would be the end result.

Player 1 gets Character 1 (Loaded over ROB)
Player 2 gets Character 1 (Loaded over Snake)
Player 3 gets Character 2 (Loaded over Toon Link)
Player 4 gets Character 3 (Loaded over Sonic, because no other character slots are left.)

Every square in the CSS would need a different combination of the 36(?) characters, and it would be a lot of work to get a table of each combination, but I can't imagine conflicts emerging.
 

trash?

witty/pretty
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If such a project like C-Bliss was to be properly integrated, it wouldn't be impossible. Could be a logical nightmare, because suddenly the other 50% of the PMBR would consist of people making costume changes by the end of it, but it's not a full-blown impossibility. Hell, a good chunk of it's already pretty much done, seeing how project minty, maritime and mars are costume recolor projects that exist with the intention of being used for PM, anyway.
 

Sanity's_Theif

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C-Bliss adds extra costume slots for every character, but no new character slots. It seems like a no-brainer that PMBR would include that in 3.0, but it might require bringing on some more texture artists.
cBliss is extremely glitchy, it's incredibly prone to freezing on Riivolution, if it doesn't work for all methods of running P:M I don't think they would include it
 

GaretHax

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The Wizard, Dantarion the Great, grew weary of such tedious endeavors and temporarily ascended beyond the mortal plane.
 

blerb

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I doubt they'll officially add cBliss, it's way too unstable right now. Besides, even with stability, adding all of the needed files (textures, menu stuff) runs the risk of exceeding the 2GB limit.

Maybe they'll release a .gct file that includes cBliss, I dunno
 

Raccoon Chuck

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You know, if there is no breakthrough in cloning by the full release.......I think a fan release with cut characters and veterans would be pretty sweet. I love playing Roy, but there is not much to reap from the seeds he sows in battle.
 
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