Thegreenblur
Smash Cadet
I was just wondering if it was possible to add new characters into Melee. I know its possible in Brawl so I was just wondering if the same applies to Melee. Thanks in advance.
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I think the problem here is that we can't load two versions of one character's dat. That's why you can't play PAL vs NTSC dittos. If you "added" a character right now, you couldn't play them with the character they were based from.I don't see why it wouldn't be possible as soon as custom models and animations are possible. It looks like we can load any character .dat we want when loading a character (see the 20XX Training Hack Pack and its ability to load both PAL characters). We would just need animations/models and maybe some CSS stuff (which also isn't entirely figured out).
I can't wait to help bring Birdo to Melee.
Simple solution would be to load character data regardless of whether it's already loaded or not.I think the problem here is that we can't load two versions of one character's dat. That's why you can't play PAL vs NTSC dittos. If you "added" a character right now, you couldn't play them with the character they were based from.
That would definitely be much more doable, but there is still the road block of custom animations/models as mentioned earlier.Instead of adding characters like BrawlEX, could you replace a character like the Ridley PSA for Project M?
Oh ok. You can make custom textures for characters though, correct?That would definitely be much more doable, but there is still the road block of custom animations/models as mentioned earlier.
Dark pit confirmed.Yes, custom textures can be easily done. So I suppose it would be pretty easy to make a "new character" that is simply a variant of an existing character. (ex. Dark Samus as a replacement for samus, where she has an ehanced moveset of dark moves with modified hitboxes, modified attributes, etc... just as an example.)
Villager confirmedDark pit confirmed.
There's gotta be some good unused ones that could probably be spliced together. SD Remix uses Bowsers aerial item down throw as his DownAir and then applied a meteor to it which is a pretty clever way of making something new. What about moveset swapping and then applying different animations? Would that have an effect?A "Dark Samus" would be kind of lame unless she had some different animations though, so there's the roadblock again (unless you just use pre-existing animations, but that would probably be really weird).
Yeah I believe that was what flieskiller was hinting at earlier and I agree. There's not all that much you could do to make a truly unique character that's just a clone at the end of the day. But that said... PM Roy is pretty different from Marth so it certainly isn't impossible to make a unique clone.A "Dark Samus" would be kind of lame unless she had some different animations though, so there's the roadblock again (unless you just use pre-existing animations, but that would probably be really weird).
SDRemix also made her Up-Smash use her up-throw animation with pretty decent results. I've also played around with animation swapping and got some fairly decent results. At one point I made her forward air an ice-based attack using the screw attack animation... kinda cool.There's gotta be some good unused ones that could probably be spliced together. SD Remix uses Bowsers aerial item down throw as his DownAir and then applied a meteor to it which is a pretty clever way of making something new. What about moveset swapping and then applying different animations? Would that have an effect?
by "this" do you mean Dark Samus? I mean I'd be down to give it a shot if you wanna collab.This makes me want to screw around in hopes that I'll find something good.
This is the best custom character thing we have as of now, so why not make the best of it?
Waveland out of it on stage to ledge stall would be pretty filthy. not that he can act out of that quickly or anything ;_;This is a completely out of place comment.
But what if Ness had an air dodge interrupt added to his [traveling electrically] up-b? I think it would work.
Not too sure how you'd go about that. Would that require asm/dol modding?This is a completely out of place comment.
But what if Ness had an air dodge interrupt added to his [traveling electrically] up-b action state? I think it would work.
This makes me want to screw around in hopes that I'll find something good.
This is the best custom character thing we have as of now, so why not make the best of it?
So, has character moveset swapping and animation switching been combined yet to see what it will produce? I'm going to assume it'd probably just pump out garbage animations but it's worth a try. How would this be done?by "this" do you mean Dark Samus? I mean I'd be down to give it a shot if you wanna collab.
Is looking at the branch of Yoshi's UpB worth looking at? maybe?Not too sure how you'd go about that. Would that require asm/dol modding?
I'm talking about this.What exactly to you mean by character moveset swapping? If you just mean manually modifying them, it's pretty simple to switch animations and get the move to adapt to the new animation. Right around the time I added support for animation swapping to Crazy Hand I was messing with animation swapping quite a bit and for the most part I got pretty good results. It is definitely doable.
Nice. Did you just write that now?Ness - Up-B [traveling] w/ Airdodge Interrupt (1.02) [Achilles]
043cc8e0 80099a58
043cc960 80099a58
Yuuuuup. This is what he needed all along.
Si.Nice. Did you just write that now?
Man, I've gotta learn more about asm modding. It's on my summer break to do list haha.
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Last week brought some big announcements for both Brawl Modders and Project M players alike.
Harmony of Heroes, a huge smash brothers fan-arrangement album, announced yesterday that both their core album Harmony of Heroes, as well as its expansion Final Smash, are now available for download as BRSTM files, which can be used in mods such as Project M. There is a link to the download in the Tweet below.
The #HarmonyOfHeroes and HoH: Final Smash BRSTM release is now available from our website!http://t.co/p34pL2ivLI pic.twitter.com/qCo2zYjM7G
— Harmony of Heroes (@HarmonyOfHeroes) May 10, 2015
Last week, Project M began hinting at a release date for their coveted 3.6 update. In an attempt to tide over fans until the release of 3.6, they have revealed an updated render for Fusion Suit Samus.
I’m super hype for the new music, and even more hype for 3.6! Hit me up @Marthmario to talk about these juicy details.
Great work from the Project M team as usual.
it was released a couple mins ago as a news post.lolwut
Not trying to be a jerk but how is this relevant?
There are probably enough unique animations in the game to do a fairly good job of creating a custom character when it becomes possible to do this kind of thing without use of an AR code.
All I'm asking is, is it possible to use the animations from a different character's move, for example bowers down b animation on Link's Forward Air? What kind of result would this spit out? I feel like a lot of it could be garbage data but there's probably enough stuff that is used or unused already to make a new character instead of having to make all new animations.There are probably enough unique animations in the game to do a fairly good job of creating a custom character when it becomes possible to do this kind of thing without use of an AR code.
The specific example would look kinda weirdAll I'm asking is, is it possible to use the animations from a different character's move, for example bowers down b animation on Link's Forward Air? What kind of result would this spit out? I feel like a lot of it could be garbage data but there's probably enough stuff that is used or unused already to make a new character instead of having to make all new animations.
If somebody could figure out a way to swap specific move animations without the use of an AR code, that would be so cool. Can you imagine giving any character falcon's knee? O.OThe specific example would look kinda weird
I've never seen any move swaps that weren't done using AR, but such an engine could make for some really interesting results. If I knew how to do this sort of thing, I would be on it. I think I'll learn a little bit about how to do this kind of thing so that I can try to make the magic happen.
It would be so sick.
If somebody could figure out a way to swap specific move animations without the use of an AR code, that would be so cool. Can you imagine giving any character falcon's knee? O.O
Well, AR codes are really just scripts that access various registers in the memory and modify them to produce specific results. I recall there being a big thread on the process of converting AR/Gameshark codes to DOL/Gecko codes and the like. If I find it I'll edit this and post it.The specific example would look kinda weird
I've never seen any move swaps that weren't done using AR, but such an engine could make for some really interesting results. If I knew how to do this sort of thing, I would be on it. I think I'll learn a little bit about how to do this kind of thing so that I can try to make the magic happen.
It would be so sick.