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Saki Amamiya! Beta Released! Download Now!

Rikami

Smash Apprentice
Joined
Jan 26, 2009
Messages
96


New Gameplay Video

Old Teaser


It's Finally Here!
Download v1.0 Beta




About the Project

Moveset

Most animations are taken from numerous other characters.
Including but not limited to Ganondorf, Ike, Link, Marth, Pit, Samus, Snake and Zero Suit Samus.
A few are directly from Saki's Assist Trophy

A couple of the moves are kind of pace holders. I plan on changing almost all of the aerials.
Just about all of the attacks need damage, knockback, and size adjustment.
By no means are any of the moves final.

Suggestions? Ideas? Post here


How it all started

I started on this project way back last November around when the "Fully New Character Archive" thread was created.
A few other hackers had started some work on importing Saki's assist trophy .mdl0 over alloys. (primitive I know)
No one made it very far in development though, not much more than a few animations.
Most likely because of a BrawlBox Error (which still exists might I add) that causes incorrect naming for "DecalTexture" in "Materials1"
This caused Saki to show up in game with corrupted looking colors.
I was set back as well, putting my project on an indefinite end.
Only months later did I discover this error.

After that I began work again, but alas, more problems arose.
Problems like compatible characters to replace, and bone count, etc.
Thanks to the bone adding program, I overcame this part.
I was set back for various other reasons but I recently came to port over Toon Link.
That's where the real work began.



Joining the Project

So far ALL work has been done by me.
That's right, Animations, PSA, Graphics, you name it.

However I am looking for some top notch animators and PSA specialists.

Most attacks are complete but changes could be considered.
I need fresh animations for Taunts and wait2 and wait3.

Special attacks are something I have not started yet. I have some very big plans in mind though.
Someone with extensive PSA knowledge will be required.

I really need some info on how I can get Saki's SFX working on Toon Link, If you have ANY information let me know!

Please contact me via this thread or privately with at least 2 examples of your best work if you'd like to apply.


Release

I've decided not to release Saki quite yet.
I'd like to get the Special Attacks down, tweak the existing attacks, and finish the rest of the animations.
I might change my mind though :p
 

Jiangjunizzy

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this looks pretty professional and top notch compared to a lot of the other stuff released on here. props to you for a job well done.
 

Fen__

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Messages
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I'm glad to see someone making good progress on something, but it'd be a lot more impressive if it had some original animations. In particular, some of Link's really stick out because of the way he does his right arm (holding up the shield).
 

LordshadowRagnarok

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Looks amazing, but I have a couple questions on balance, looking from the apparent startup and end time of the attacks, combined with the range, it looks like, in many cases, Saki can create an impenetrable bubble. Is this true?
 

Rikami

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Messages
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I'm glad to see someone making good progress on something, but it'd be a lot more impressive if it had some original animations. In particular, some of Link's really stick out because of the way he does his right arm (holding up the shield).
I actually plan on fixing his right arm, particular in his walk slow animation. It should be quite easy.

As for original animations... I always seem to think that custom animations on this site look kinda trashy.
No offense to the creators but making our own animations well is not possible with our current tools.
The creators of Brawl used a modeling program to animate which is by far easier.
So I'm sticking with mostly existing animations so Saki look "smooth"

If anyone can show me some nice animations for Saki I might consider it.


Looks amazing, but I have a couple questions on balance, looking from the apparent startup and end time of the attacks, combined with the range, it looks like, in many cases, Saki can create an impenetrable bubble. Is this true?
He needs a lot of tweaking, but right now you are correct.
An idea I had was to make some of the moves have no stun, kinda like fox's blaster? You know?
Or maybe to make them all able to be stopped by other attacks.

Right now they don't do very much damage though.
 

LordshadowRagnarok

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I actually plan on fixing his right arm, particular in his walk slow animation. It should be quite easy.

As for original animations... I always seem to think that custom animations on this site look kinda trashy.
No offense to the creators but making our own animations well is not possible with our current tools.
The creators of Brawl used a modeling program to animate which is by far easier.
So I'm sticking with mostly existing animations so Saki look "smooth"

If anyone can show me some nice animations for Saki I might consider it.




He needs a lot of tweaking, but right now you are correct.
An idea I had was to make some of the moves have no stun, kinda like fox's blaster? You know?
Or maybe to make them all able to be stopped by other attacks.

Right now they don't do very much damage though.
That, or adding a good bit of ending lag on some of the attacks would be the best options. If you ever need a beta tester, I've done some brawl beta testing in my past and would be glad to help out (I tested early versions of Eldiran's Zero, and helped with the beta versions of Brawl-)

I have a knack for finding things people missed, such as the ground being knocked out from under you (On a YI:Melee block that gets broken) in the middle of an attack, for example. I don't mean to belittle your work, it's just not humanly possible to prepare for every little thing.
 

Rikami

Smash Apprentice
Joined
Jan 26, 2009
Messages
96
That, or adding a good bit of ending lag on some of the attacks would be the best options. If you ever need a beta tester, I've done some brawl beta testing in my past and would be glad to help out (I tested early versions of Eldiran's Zero, and helped with the beta versions of Brawl-)

I have a knack for finding things people missed, such as the ground being knocked out from under you (On a YI:Melee block that gets broken) in the middle of an attack, for example. I don't mean to belittle your work, it's just not humanly possible to prepare for every little thing.
I'd love for you to be my beta tester. Might not be for sone time though.

And yes you are absolutely right about the landing lag.
Honestly I'm not even sure how to add landing lag, haha.

Oh and I know, which is why I'm asking for help.
 

toddtj

Smash Apprentice
Joined
Nov 9, 2009
Messages
186
This looks fantastic! Wonferful job!

As previously mentioned, you've recycled a lot of animations/attacks from other characters, however, I really appreciate that although I can tell they are recycled, they seem very smooth and fitting(as opposed to giving her something dumb, like CFalcon's up-smash). I agree that it will be quite difficult to find someone who can provide custom animations at the quality of Nintedo originals, but while we search and hope, these animations are excellent placeholders.

I like the idea of some moves having no KB(like Fox's blaster). Perhaps especially long ranged moves could have only the hit bubbles closest to Saki deal KB. That might make for an interesting play style.

Anyway, this character looks very polished and fun to play as(two things that no other import has achieved). Definitely keep up the good work. I hope you get abundant support.


EDIT: Really? That's a "him"?...
 

Rikami

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Messages
96
Perhaps especially long ranged moves could have only the hit bubbles closest to Saki deal KB. That might make for an interesting play style.
Okay extreme kudos to toddtj!
That's an excellent idea, I can make the first inner half of the sword have KB and the outer have none with less damage.
Good call!

This is very very impressive
Thanks a lot Chibo, it means a lot.
 

Segtendo

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The animations and PSA are solid.
Good luck with the project.
 

Grey Belnades

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Amazing work and the animations are excellent. I wish you well to finish Saki!
 

Rikami

Smash Apprentice
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Jan 26, 2009
Messages
96
Would anyone know where I could find the Item file for Saki's gun shot. I can't seem to find it.
 

Fen__

Smash Ace
Joined
Mar 25, 2008
Messages
727
I actually plan on fixing his right arm, particular in his walk slow animation. It should be quite easy.

As for original animations... I always seem to think that custom animations on this site look kinda trashy.
No offense to the creators but making our own animations well is not possible with our current tools.
It definitely is, but it's just extremely tedious.
 

Rikami

Smash Apprentice
Joined
Jan 26, 2009
Messages
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It definitely is, but it's just extremely tedious.
Exactly, which is why I have yet to see any solid, fluid looking custom animations.
In the end I didn't see the value, I didn't want my project to take years.
A couple custom animations would be fine though.
 

StarWaffle

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oh wow this came out of no where. it looks fantastic! I was sad that he didnt use custom animations, but happy that most of all the animations are filled.

the range is a little bit much. but this is pretty amazing considering you did EERYTHING all by yourself.

I could maybe try and do some animations if ya'd like. I'm not that great. I'd say about average.

theres a klonoa vidjya with some of my animations in it.
 
D

Deleted member

Guest
This is simply impressive. I'd have to say that this is the BEST new character hack I've seen.
 

Rikami

Smash Apprentice
Joined
Jan 26, 2009
Messages
96
Thanks people.

And StarWaffle, he needs some adjustments indeed, his range will definitely be altered.

Honestly I took the hitbox parameters straight from the assist trophy.
 

Fen__

Smash Ace
Joined
Mar 25, 2008
Messages
727
Woah!
Saki was a guy? huh, always thought he was a girl. :laugh:
And what game was he from?
Sin & Punishment, a Japan-only rail shooter for the N64. A sequel was released within the last year or so for Wii, but I don't know if it features Saki.
 

Eternal Yoshi

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Woah!
Saki was a guy? huh, always thought he was a girl. :laugh:
And what game was he from?
I knew Saki was a male by his voice and his lack of assets up there.

Anyway, animations will get better in due time.

They are time consuming, but making your own animations is time consuming, but rewarding.

I wonder....

Would it be possible for you to replace the arrow with one of Saki's bullets from his assist trophy???

You can adjust the gravity and hitbox by using these offsets:

Code:
1D054 - TL's arrow gravity
1D060 - Arrow Hitbox ([TSON], corrected by SSJ4Kazuki)
 

Rikami

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Messages
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I knew Saki was a male by his voice and his lack of assets up there.

Anyway, animations will get better in due time.

They are time consuming, but making your own animations is time consuming, but rewarding.

I wonder....

Would it be possible for you to replace the arrow with one of Saki's bullets from his assist trophy???

You can adjust the gravity and hitbox by using these offsets:

Code:
1D054 - TL's arrow gravity
1D060 - Arrow Hitbox ([TSON], corrected by SSJ4Kazuki)
Yeah, they will get better. I'm planning on redoing a bunch.

I might make a few but I feel like I can make some nice original animations by taking parts of uncommon animations. Like from other assist trophies or final smashes.

Oh and about Saki's bullet. I looked in the file and there is NO model file! Like WTF?? I feel like the bullet is only a sprite or something so it has no 3D model.
 

yes91

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Wow!

I just started a Saki-over-fox project yesterday! Oh the cruel irony. I can help with animation, testing, and ideas (for what that's worth). Also, I have a complete dump of the main brawl partition, if you are missing any files. Excellent work for a one man show! Hope I can help.
 

TommoPuppy

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Some people think they can outsmart me. Maybe... maybe... ... I'm yet to meet someone who can outsmart bullet.
 

Rikami

Smash Apprentice
Joined
Jan 26, 2009
Messages
96
Found Saki's bullets~

Bullet #1
Bullet #2

EDIT: ****, those aren't it. I'll keep looking.

Okay so here's the thing; see how those files say "Param" at the end?
Short for Parameters, usually these type of files are for exactly that.
The "Brres" file along with it usually has the actual model file.
The problem is that these SakiShots do not have a Brres file!

HOWEVER, I'm pretty sure those ARE the files containing the shots.
Because my guess is that the shots are made up of GFX and contain no actual model.

This is a big problemo for me :(
Because I have no idea how to swap this file over someone else's Article file.

On a side note, my guess is that SakiShot1 is his normal gun fire, and SakiShot2 is his gun fire while in the air.
 

Eternal Yoshi

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I have a possible solution.

Saki has external Graphic effects according to the parameters of SakiShotParam.

What you should do is this:

1. Export ef_saki.pac, import it over the ef.pac of the original character.
Rename it the same as the original.pac

2. Open up Tabuu, go the Arrow article(It's the Third one), and edit the External Graphic effect paramenter of the second subaction to point to this file:
002A0003

3. Save it


4. Test it.

If all holds true, the arrow will have the same effect as the Shot.
You can make the Arrow transparent by changing the Materials of the type to 3.
 

yes91

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Issue

I tested the above and ended up with it on the boomerang.

In the third arcticle under the second subtraction there was no "External Graphic Effect" entry, but there was in the first(boomerang). I don't see a way to apply it to the arrow, but I'll keep at it.
 

Eternal Yoshi

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I tested the above and ended up with it on the boomerang.

In the third arcticle under the second subtraction there was no "External Graphic Effect" entry, but there was in the first(boomerang). I don't see a way to apply it to the arrow, but I'll keep at it.
Hmph.
SO that wasn't the arrow....

Anyway, to add GFX to Article subactions that don't have them, do this:

1. Open PSA and make a new subroutine.
Put what ever GFX you want the article to have in this subroutine.

2. When you are done, take note of the offset that this located at. Copy it to the clipboard or something.
Save and close PSA.

3. Open up Tabuu and go to the subaction you want to add GFX to.
You should highlight "Subaction GFX 0X_"

4. Right click it and open the hex view.

5. This is where you put in the offset where you made the new subroutine.

6. Close Hex View, Save, and test.

This also works for SFX and Collisions, but try to avoid messing with uninteractive collisions.

If that Article wasn't the arrow, try the first article listed in Tabuu then.
 

TommoPuppy

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I tested the above and ended up with it on the boomerang.

In the third arcticle under the second subtraction there was no "External Graphic Effect" entry, but there was in the first(boomerang). I don't see a way to apply it to the arrow, but I'll keep at it.
Oh, that's pretty.
 

yes91

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Also, notably.

For reference, the effect for bow charge is also replaced with that of the shot leaving the barrel, seen here.

It would also be good to note it flashes in a rapid fire sort of manner, as should saki's gun fire,
as it was that way in S&P. I would have the gun fire behave somewhat like the super scope, limited to only three shots at a time of average power.
I'll mock up a test, editing the arrow according to Eternal Yoshi's post.
 

Rikami

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For reference, the effect for bow charge is also replaced with that of the shot leaving the barrel, seen here.

It would also be good to note it flashes in a rapid fire sort of manner, as should saki's gun fire,
as it was that way in S&P. I would have the gun fire behave somewhat like the super scope, limited to only three shots at a time of average power.
I'll mock up a test, editing the arrow according to Eternal Yoshi's post.
Nice find!
I just hope it will be possible to utilize that when we need it.
How can we control when these effects happen?
 
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