Zeiza
Smash Cadet
Welcome to Zeiza's Miscellaneous Mods, a thread for presenting my miscellaneous modifications, as the name should imply, as well as tutorials I have written and the like. There isn't much to say here, so onto the mods!
Borderless Stage Icons
Replaces stage selection icons with variants lacking the thick grey border.
Miscellaneous PSA Modifications
These are just small edits for various PSAs.
Ganondorf Only Uses His Melee Sword
This one is simple. It just makes it so that Ganondorf always uses the melee variant of his sword.
3.6 Version
One Slot Doctor Mario
This causes only costume 7 (the default Doctor Mario costume) to use pills and the electric forward smash.
3.6 Version
Mario Only Uses Doctor Mario Effects
Similar to the one above, this causes Mario to always throw pills instead of fireballs, and use the electric foward smash.
3.6 Version
Mario Never Uses Doctor Mario Effects
The opposite of the one above.
3.6 Version
Tutorials
Permissions: you may use any of my modifications for anything you want, provided that it isn't illegal.
Requests: I take requests, but please note that my modding abilities are very shallow. I can perform PSA edits rather well, and I can always create new tiles for stages.
Borderless Stage Icons
Replaces stage selection icons with variants lacking the thick grey border.
This modification is simple, it just replaces all of the stage selection icons with versions that do not have a thick grey border around them. Most of the time the tiles are created from the main portrait, but a select few, such as Bowser's castle or Flat Zone 2, are derived from other sources. The actual pictures show this best.
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Stage Striking
Main Download: just replace pf\menu2\sc_selmap.pac with the following file, and all the stages and stage striking should be effected
Resources: contains the original png files for all the icons, with additional files for many of the default Brawl stages that don't appear in Project M (at least as the primary stage).
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Stage Striking
Main Download: just replace pf\menu2\sc_selmap.pac with the following file, and all the stages and stage striking should be effected
Resources: contains the original png files for all the icons, with additional files for many of the default Brawl stages that don't appear in Project M (at least as the primary stage).
Miscellaneous PSA Modifications
These are just small edits for various PSAs.
Ganondorf Only Uses His Melee Sword
This one is simple. It just makes it so that Ganondorf always uses the melee variant of his sword.
3.6 Version
One Slot Doctor Mario
This causes only costume 7 (the default Doctor Mario costume) to use pills and the electric forward smash.
3.6 Version
Mario Only Uses Doctor Mario Effects
Similar to the one above, this causes Mario to always throw pills instead of fireballs, and use the electric foward smash.
3.6 Version
Mario Never Uses Doctor Mario Effects
The opposite of the one above.
3.6 Version
Tutorials
Note: this tutorial was created for 3.6 beta, and so it might not work exactly correct for the latest version. However, its overall concepts should apply to all versions.
Programs Required: Project Smash Attacks! (I used 2.35), OpenSA2 (Possibly)
Project M uses an If statement to determine whether it should use the Doctor Mario effects or the default ones. This is done by comparing a variable called LA-Basic[54] to a scalar which represents the IDs it covers. LA-Basic[54] is a variable that holds the ID of the costume currently in use. For Project M, it compares this to see if it is greater than or equal to 7, which is the ID of the first costume for Doctor Mario. All of the IDs after it are for the various colors of Doctor Mario costumes.
Single Slot Doctor Mario Outfit
The first step is to open FitMario.pac within Project Smash Attacks!. This file holds the information needed for Mario's move set. Next click on the Sub Action tab, then in Sub Action box and type in 57. This will take you to Sub Action 57, which is part of Mario's side smash. Mario's side smash has an electrical effect for Doctor Mario.
Within the code you should see the fourth line, which is "If Compare: LA-Basic[54] >= 7". Double click on this, then go to the Comparison Method and change it from 00000004 to 00000002. This will now check to see if the costume is 7, rather than if the costume is 7 or above.
Go to the GFX Event List for this Sub Action and do the same for the If Comparison here too.
These are the following Sub Actions that need to be changed, and what Event Lists are needed:
Now we need the offsets for the article's Sub Routines, which describe which models, sounds, etc the projectile itself uses.
These offsets were as following in Project M 3.6b, and even though they are unlikely to change in the foreseeable future I will include how to find them:
0026054
0027774
0026DEC
002631C
If They Have Changed:
Open OpenSA2, and then open FitMario.pac. At the top tabs, click on Articles, then change it to Article 0x1, which only shows Regular in its list of Actions. Now go to Sub Actions, and record the offset from the first line of Main. Then change the Event List to GFX, and record that offset, and then again for SFX. Finally, click on Sub Routines, and find which of the three has this code or coding resembling it:
Record this offset.
Now close OpenSA2 and return to PSA. Go to the Sub Routine Tab and search for the offsets in the order listed (or found). For the first, change "If Compare: LA-Basic[29] >= 7" to == 7, same as before.
For the second, do the same, as with the third.
For the last one, change "If Compare: LA-Basic[29] < 7" to != 7 by setting the Comparison method to 00000003.
After all of this, only slot 7 should use the Doctor Mario effects.
Programs Required: Project Smash Attacks! (I used 2.35), OpenSA2 (Possibly)
Project M uses an If statement to determine whether it should use the Doctor Mario effects or the default ones. This is done by comparing a variable called LA-Basic[54] to a scalar which represents the IDs it covers. LA-Basic[54] is a variable that holds the ID of the costume currently in use. For Project M, it compares this to see if it is greater than or equal to 7, which is the ID of the first costume for Doctor Mario. All of the IDs after it are for the various colors of Doctor Mario costumes.
Single Slot Doctor Mario Outfit
The first step is to open FitMario.pac within Project Smash Attacks!. This file holds the information needed for Mario's move set. Next click on the Sub Action tab, then in Sub Action box and type in 57. This will take you to Sub Action 57, which is part of Mario's side smash. Mario's side smash has an electrical effect for Doctor Mario.
Within the code you should see the fourth line, which is "If Compare: LA-Basic[54] >= 7". Double click on this, then go to the Comparison Method and change it from 00000004 to 00000002. This will now check to see if the costume is 7, rather than if the costume is 7 or above.
Go to the GFX Event List for this Sub Action and do the same for the If Comparison here too.
These are the following Sub Actions that need to be changed, and what Event Lists are needed:
- Side Smash - 57 - Main, GFX
- Side Smash - 58 - Main, GFX, SFX
- Side Smash - 5A - Main, GFX, SFX
- Down Taunt - 1C0 - Main, GFX, SFX
- Down Taunt - 1C1 - GFX, SFX
- Neutral Special - 1CE - GFX, SFX
- Neutral Special (Air) - 1CF - GFX
Now we need the offsets for the article's Sub Routines, which describe which models, sounds, etc the projectile itself uses.
These offsets were as following in Project M 3.6b, and even though they are unlikely to change in the foreseeable future I will include how to find them:
0026054
0027774
0026DEC
002631C
If They Have Changed:
Open OpenSA2, and then open FitMario.pac. At the top tabs, click on Articles, then change it to Article 0x1, which only shows Regular in its list of Actions. Now go to Sub Actions, and record the offset from the first line of Main. Then change the Event List to GFX, and record that offset, and then again for SFX. Finally, click on Sub Routines, and find which of the three has this code or coding resembling it:
Code:
Terminate Collisions
If - LA-Basic[29] < 7.00x
Graphic Effect - blablabla
Else
Graphic Effect - blablabla
End If
Terminate Instance
Now close OpenSA2 and return to PSA. Go to the Sub Routine Tab and search for the offsets in the order listed (or found). For the first, change "If Compare: LA-Basic[29] >= 7" to == 7, same as before.
For the second, do the same, as with the third.
For the last one, change "If Compare: LA-Basic[29] < 7" to != 7 by setting the Comparison method to 00000003.
After all of this, only slot 7 should use the Doctor Mario effects.
Permissions: you may use any of my modifications for anything you want, provided that it isn't illegal.
Requests: I take requests, but please note that my modding abilities are very shallow. I can perform PSA edits rather well, and I can always create new tiles for stages.
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