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Brawl+ - Official 5.0 RC1 Build is now online! (Re-Use Autoupdater, Snake bug fixed)

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SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
But face it, Camoo. This thread wouldn't be the same (a.k.a worse) without my lovable spam. <3

yes, we are doomed.


EDIT:
Hey, I was wondering if the new nightly was ready yet?
how's the brawl+ work going guys?
cant we get a closed-source beta? pleeeeeeeeeeeeease?

Also, Jalued, pics of said gf or GTFO foo lol jk
GAH, I CAN'T TAKE THE HYPE.

Well, yes I can. But I am exited for the new official build (really the first REAL official build, since the others were just nightly build with a different name).
so i heard there was a new nightly

the fact i'm not playing it right now is highly disappointing

wbr more like failbr
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
...

Someone once said that Link's bombs were located in common3 pac., right? How does a hex editor work exactly?

If we know the hitbox data for the attack, then we should be able to edit his bombs like PW did to Mario's fireballs, and what Magus did to Ness' yoyo.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
...

Someone once said that Link's bombs were located in common3 pac., right? How does a hex editor work exactly?

If we know the hitbox data for the attack, then we should be able to edit his bombs like PW did to Mario's fireballs, and what Magus did to Ness' yoyo.
You open up a file and look through the hex. If you want to try it, go for it.
 

WheelOfFish

Smash Journeyman
Joined
Jul 8, 2009
Messages
387
SymphonicSage12, I think you might want to hold off on spamming for a while. I'm tempted to count how many times you've posted in this thread in the past three days, but I won't.
 

thesage

Smash Hero
Joined
Dec 26, 2005
Messages
6,774
Location
Arlington, Va
3DS FC
4957-3743-1481
Ness needs infinite pkt1. It was entirely an important part of his gameplay. His recovery couldn't be edgeguarded and it let him make people approach with it. In fact it was so good that he should also get infinite pk flash and pk fire and psi magnet. I mean come on. Also fair should be 2.0 x bigger, it's too small right now. Also Ness's b-throw doesn't kill early enough. I should kill ppl at like 100% like in melee with b-throw. Also pk flash needs more kill power and should be a shield breaker. Also psi magnet wind effect is stupid, it should be bigger/more powerful.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Ness needs infinite pkt1. It was entirely an important part of his gameplay. His recovery couldn't be edgeguarded and it let him make people approach with it. In fact it was so good that he should also get infinite pk flash and pk fire and psi magnet. I mean come on. Also fair should be 2.0 x bigger, it's too small right now. Also Ness's b-throw doesn't kill early enough. I should kill ppl at like 100% like in melee with b-throw. Also pk flash needs more kill power and should be a shield breaker. Also psi magnet wind effect is stupid, it should be bigger/more powerful.


Would I be considered stupid if I thought this post was serious when I started reading it?
 

thesage

Smash Hero
Joined
Dec 26, 2005
Messages
6,774
Location
Arlington, Va
3DS FC
4957-3743-1481
He used the magic of hex editing or something to give it transcendent priority so it doesn't clank with aerials anymore.

@Sage: That post was entirely serious D=<<<<

@Sage: Yes you would be. Your name should now be symphonicdunce
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,131
Location
Montreal, Quebec
Ness needs infinite pkt1. It was entirely an important part of his gameplay. His recovery couldn't be edgeguarded and it let him make people approach with it. In fact it was so good that he should also get infinite pk flash and pk fire and psi magnet. I mean come on. Also fair should be 2.0 x bigger, it's too small right now. Also Ness's b-throw doesn't kill early enough. I should kill ppl at like 100% like in melee with b-throw. Also pk flash needs more kill power and should be a shield breaker. Also psi magnet wind effect is stupid, it should be bigger/more powerful.
Ness mains. 'Nuff said.

What did Magus do to Ness's Yo Yo?
Hopefully let it charge over ledges. :bee:
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
You open up a file and look through the hex. If you want to try it, go for it.
Much like ASH, the hex editor crashes on start when I run it. Or fails to work(ASH refuses to detect nt, even tho I have it).

Plus, I seldom get cpu use, which is why I post from wii/psp. But I'd try it otherwise.
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
I hate all the spam in this thread :V
Hype+ is great and all, but we have a lovely social thread that wants all the hype+ it can get, and the +1 postcount ain't too bad either. No offense to anybody; I'm as excited as all of you, but when I see that the Nightly thread has new posts I would like it to at least be one of those ungodly hate fests we call arguments. At least we eventually get work done out of those. Spam is spam <_>

+1 for the WBR having lives
:V
 

kr3wman

Smash Master
Joined
Feb 16, 2008
Messages
4,639
Those arguments are mainly argued by people who generally don't even play the characters in question, so I don't think they really go anywhere.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Ness needs infinite pkt1. It was entirely an important part of his gameplay. His recovery couldn't be edgeguarded and it let him make people approach with it. In fact it was so good that he should also get infinite pk flash and pk fire and psi magnet. I mean come on. Also fair should be 2.0 x bigger, it's too small right now. Also Ness's b-throw doesn't kill early enough. I should kill ppl at like 100% like in melee with b-throw. Also pk flash needs more kill power and should be a shield breaker. Also psi magnet wind effect is stupid, it should be bigger/more powerful.
You forgot the part where they change their minds on everything.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
I'm a bit touchy on the whole infinite pkt1 thing. It was removed under the claim that it made his recovery easy mode and buffed his weak point. But then zap jump was added which buffs his recovery more than pkt1 did. But I prefer this so I didn't complain.

_clinton was the only one I saw asking for infinite pkt1 back a lot and it wasn't for recovery purposes at all.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
I have made a new discovery that may bring forth a new way to create codes that affect all characters.

There are many actions in Fighter.pac that all characters share. While SA can't open fighter.pac, OpenSA can.
Theres a lot of stuff that you guys may want to use. I have personally gotten meteor cancelable footstools to work, and theres lots of entry points to do awesome stuff. Heres a list of everything in Fighter.pac.

W:\brawl_hax\brawl_dump\fighter\Fighter.pac
Entry @000242d8 dataCommon
Entry @00020e28 effectAnimCmd_BatSwing4Common
Entry @00020ee8 effectAnimCmd_HarisenSwing4HoldCommon
Entry @00020f38 effectAnimCmd_LipStickSwing4HoldCommon
Entry @000210e0 effectAnimCmd_ScopeAirFireCommon
Entry @000210b0 effectAnimCmd_ScopeAirRapidCommon
Entry @00021088 effectAnimCmd_ScopeAirStartCommon
Entry @00021030 effectAnimCmd_ScopeFireUpperCommon
Entry @00021000 effectAnimCmd_ScopeRapidUpperCommon
Entry @00020f60 effectAnimCmd_ScopeStartUpperCommon
Entry @00020da8 effectAnimCmd_SmashThrowBCommon
Entry @00020d90 effectAnimCmd_SmashThrowFCommon
Entry @00020dc0 effectAnimCmd_SmashThrowHiCommon
Entry @00020dd8 effectAnimCmd_SmashThrowLwCommon
Entry @00020f10 effectAnimCmd_StarRodSwing4HoldCommon
Entry @00020df0 effectAnimCmd_Swing4Impact
Entry @00020e00 effectAnimCmd_SwordSwing4HoldCommon
Entry @00021290 gameAnimCmd_BatSwing1Common
Entry @000212c0 gameAnimCmd_BatSwing3Common
Entry @000212f0 gameAnimCmd_BatSwing4Common
Entry @00021320 gameAnimCmd_BatSwingDashCommon
Entry @00021350 gameAnimCmd_BatSwingDashCommon2
Entry @00021378 gameAnimCmd_BatSwingDashCommon3
Entry @00021768 gameAnimCmd_CaptureCutCommon
Entry @00021788 gameAnimCmd_DamageFlyIndirectCommon
Entry @00021778 gameAnimCmd_DamageFlyIndirectNoReactionCommon
Entry @000213a8 gameAnimCmd_HarisenSwing1Common
Entry @000213d8 gameAnimCmd_HarisenSwing3Common
Entry @00021408 gameAnimCmd_HarisenSwing4Common
Entry @00021440 gameAnimCmd_HarisenSwingDashCommon
Entry @00021470 gameAnimCmd_HarisenSwingDashCommon2
Entry @00021498 gameAnimCmd_HarisenSwingDashCommon3
Entry @00021610 gameAnimCmd_LipStickSwing1Common
Entry @00021640 gameAnimCmd_LipStickSwing3Common
Entry @00021670 gameAnimCmd_LipStickSwing4Common
Entry @000216a8 gameAnimCmd_LipStickSwingDashCommon
Entry @000216d8 gameAnimCmd_LipStickSwingDashCommon2
Entry @00021700 gameAnimCmd_LipStickSwingDashCommon3
Entry @00021730 gameAnimCmd_ScrewCommon
Entry @000214c8 gameAnimCmd_StarRodSwing1Common
Entry @00021500 gameAnimCmd_StarRodSwing3Common
Entry @00021538 gameAnimCmd_StarRodSwing4Common
Entry @00021578 gameAnimCmd_StarRodSwingDashCommon
Entry @000215b0 gameAnimCmd_StarRodSwingDashCommon2
Entry @000215d8 gameAnimCmd_StarRodSwingDashCommon3
Entry @00021758 gameAnimCmd_StarShotCommon
Entry @00021138 gameAnimCmd_SwordSwing1Common
Entry @00021170 gameAnimCmd_SwordSwing3Common
Entry @000211b0 gameAnimCmd_SwordSwing4Common
Entry @000211f8 gameAnimCmd_SwordSwingDashCommon
Entry @00021230 gameAnimCmd_SwordSwingDashCommon2
Entry @00021258 gameAnimCmd_SwordSwingDashCommon3
Entry @00020d04 itemSwingData
Entry @00020d68 patternPowerMul
Entry @00022f58 statusAnimCmdExit_AirLasso
Entry @00023100 statusAnimCmdExit_AirLassoFailure
Entry @00023078 statusAnimCmdExit_AirLassoHang
Entry @00022fc8 statusAnimCmdExit_AirLassoReach
Entry @000230c0 statusAnimCmdExit_AirLassoRewind
Entry @00023d28 statusAnimCmdExit_Appeal
Entry @00022cb8 statusAnimCmdExit_AttackAir
Entry @00022138 statusAnimCmdExit_CatchPull
Entry @00022208 statusAnimCmdExit_CatchTurn
Entry @00022250 statusAnimCmdExit_CatchWait
Entry @00022690 statusAnimCmdExit_Guard
Entry @00022708 statusAnimCmdExit_GuardDamage
Entry @000225c8 statusAnimCmdExit_GuardOn
Entry @00023d30 statusAnimCmdExit_SmashAppeal
Entry @00024248 statusAnimCmdGroup_CHK_AIR_ATTACK
Entry @000241a8 statusAnimCmdGroup_CHK_AIR_CLIFF
Entry @00024228 statusAnimCmdGroup_CHK_AIR_ESCAPE
Entry @000241e8 statusAnimCmdGroup_CHK_AIR_ITEM_THROW
Entry @000242a8 statusAnimCmdGroup_CHK_AIR_JUMP_AERIAL
Entry @00024188 statusAnimCmdGroup_CHK_AIR_LANDING
Entry @00024208 statusAnimCmdGroup_CHK_AIR_LASSO
Entry @000241c8 statusAnimCmdGroup_CHK_AIR_SPECIAL
Entry @00024268 statusAnimCmdGroup_CHK_AIR_TREAD_JUMP
Entry @00024288 statusAnimCmdGroup_CHK_AIR_WALL_JUMP
Entry @00024168 statusAnimCmdGroup_CHK_GROUND
Entry @000240e8 statusAnimCmdGroup_CHK_GROUND_ATTACK
Entry @000240c8 statusAnimCmdGroup_CHK_GROUND_CATCH
Entry @00024108 statusAnimCmdGroup_CHK_GROUND_ESCAPE
Entry @00024128 statusAnimCmdGroup_CHK_GROUND_GUARD
Entry @000240a8 statusAnimCmdGroup_CHK_GROUND_ITEM
Entry @00024148 statusAnimCmdGroup_CHK_GROUND_JUMP
Entry @00024088 statusAnimCmdGroup_CHK_GROUND_SPECIAL
Entry @000242c8 statusAnimCmdGroup_MAIN
Entry @000242d0 statusAnimCmdGroup_TEMPORARY
Entry @00022e20 statusAnimCmdPre_Bind
Entry @00023a30 statusAnimCmdPre_Bury
Entry @00022e10 statusAnimCmdPre_DamageSongStart
Entry @00022738 statusAnimCmdPre_EscapeFb
Entry @00021eb0 statusAnimCmdPre_Fall
Entry @00021e78 statusAnimCmdPre_Fly
Entry @000239d0 statusAnimCmdPre_ItemShoot
Entry @00023110 statusAnimCmdPre_ItemSwingS4Start
Entry @00021ca0 statusAnimCmdPre_Jump
Entry @00021d90 statusAnimCmdPre_JumpAerial
Entry @00021f80 statusAnimCmdPre_Landing
Entry @00021b30 statusAnimCmdPre_Run
Entry @00024050 statusAnimCmdPre_SpecialN
Entry @00024078 statusAnimCmdPre_SpecialNCommon
Entry @00022e30 statusAnimCmdPre_TreadJump
Entry @00021a80 statusAnimCmdPre_Wait
Entry @00021b10 statusAnimCmdPre_Walk
Entry @000218c0 statusAnimCmd_AIRChkAttack
Entry @00021820 statusAnimCmd_AIRChkCliff
Entry @00021848 statusAnimCmd_AIRChkCliffForce
Entry @000218a8 statusAnimCmd_AIRChkEscape
Entry @00021c50 statusAnimCmd_AIRChkFallCommon
Entry @00021860 statusAnimCmd_AIRChkItemThrow
Entry @000219c8 statusAnimCmd_AIRChkJumpAerial
Entry @00021800 statusAnimCmd_AIRChkLanding
Entry @000218f0 statusAnimCmd_AIRChkStopCeil
Entry @00021908 statusAnimCmd_AIRChkTreadJump
Entry @00021980 statusAnimCmd_AIRChkWallJump
Entry @00022ef0 statusAnimCmd_AirLasso
Entry @000230d0 statusAnimCmd_AirLassoFailure
Entry @00022ff0 statusAnimCmd_AirLassoHang
Entry @00022f80 statusAnimCmd_AirLassoReach
Entry @00023098 statusAnimCmd_AirLassoRewind
Entry @00023ae0 statusAnimCmd_Appeal
Entry @00022be8 statusAnimCmd_AttackAir
Entry @00022ba0 statusAnimCmd_AttackAirCommon
Entry @00022b70 statusAnimCmd_AttackAirUniq
Entry @00022b48 statusAnimCmd_AttackHi4
Entry @00022b10 statusAnimCmd_AttackHi4Hold
Entry @00022ad0 statusAnimCmd_AttackHi4Start
Entry @00022878 statusAnimCmd_AttackLw3
Entry @00022aa8 statusAnimCmd_AttackLw4
Entry @00022a70 statusAnimCmd_AttackLw4Hold
Entry @00022a30 statusAnimCmd_AttackLw4Start
Entry @00022958 statusAnimCmd_AttackS4
Entry @00022920 statusAnimCmd_AttackS4Hold
Entry @000228a8 statusAnimCmd_AttackS4Start
Entry @000220c0 statusAnimCmd_Catch
Entry @00022158 statusAnimCmd_CatchDash
Entry @00022108 statusAnimCmd_CatchPull
Entry @000220e8 statusAnimCmd_CatchPullCommon
Entry @000221a8 statusAnimCmd_CatchTurn
Entry @00022228 statusAnimCmd_CatchWait
Entry @00022e80 statusAnimCmd_CliffCatch
Entry @00022e50 statusAnimCmd_CliffCatchMove
Entry @00022dc0 statusAnimCmd_DamageFall
Entry @00023e00 statusAnimCmd_Dead
Entry @00023d38 statusAnimCmd_Entry
Entry @00022770 statusAnimCmd_EscapeAirCommon
Entry @00021c20 statusAnimCmd_FALLCommonUniq
Entry @00021ee0 statusAnimCmd_Fall
Entry @00021f40 statusAnimCmd_FallAerial
Entry @00021f60 statusAnimCmd_FallSpecial
Entry @00021798 statusAnimCmd_GROUNDChkEscape
Entry @000239f8 statusAnimCmd_GimmickCatapult
Entry @00022cc0 statusAnimCmd_Glide
Entry @00022d30 statusAnimCmd_GlideAttack
Entry @00022d78 statusAnimCmd_GlideEnd
Entry @00022640 statusAnimCmd_Guard
Entry @000223e8 statusAnimCmd_GuardCont
Entry @000226c8 statusAnimCmd_GuardDamageUniq
Entry @00022538 statusAnimCmd_GuardOnUniq
Entry @00022600 statusAnimCmd_GuardUniq
Entry @000239c0 statusAnimCmd_ItemShootAir_Common
Entry @000238f8 statusAnimCmd_ItemShootDashB_Common
Entry @00023880 statusAnimCmd_ItemShootDashF_Common
Entry @00023950 statusAnimCmd_ItemShootJumpSquat_Common
Entry @00023970 statusAnimCmd_ItemShootLanding_Common
Entry @00023610 statusAnimCmd_ItemShootWait_Common
Entry @00023820 statusAnimCmd_ItemShootWalkBBrake_Common
Entry @00023738 statusAnimCmd_ItemShootWalkB_Common
Entry @000237c0 statusAnimCmd_ItemShootWalkFBrake_Common
Entry @000236b0 statusAnimCmd_ItemShootWalkF_Common
Entry @00023268 statusAnimCmd_ItemSwingS4
Entry @00023350 statusAnimCmd_ItemSwingS4Hold
Entry @00023160 statusAnimCmd_ItemSwingS4Start
Entry @00023238 statusAnimCmd_ItemSwingS4Uniq
Entry @00023398 statusAnimCmd_ItemThrow
Entry @000234f8 statusAnimCmd_ItemThrowHeavyCommon
Entry @00021cd8 statusAnimCmd_Jump
Entry @00021dc8 statusAnimCmd_JumpAerial
Entry @00021ba0 statusAnimCmd_JumpSquat
Entry @00021fa0 statusAnimCmd_Landing
Entry @00022038 statusAnimCmd_LandingAttackAir
Entry @00022080 statusAnimCmd_LandingFallSpecial
Entry @00021fe8 statusAnimCmd_LandingLight
Entry @00024010 statusAnimCmd_Lose
Entry @00022eb0 statusAnimCmd_MissFoot
Entry @00023e40 statusAnimCmd_RebirthCommon
Entry @00023a80 statusAnimCmd_SpecialJumpAttack
Entry @00023a40 statusAnimCmd_SpecialJumpAttackCommon
Entry @000223a8 statusAnimCmd_Throw
Entry @00022350 statusAnimCmd_ThrowLogCommon
Entry @00021b38 statusAnimCmd_TurnRunUniq
Entry @00021af8 statusAnimCmd_Wait
Entry @00021ac0 statusAnimCmd_WaitCommon
Entry @00023e80 statusAnimCmd_Win


Now, you may say, yay, now we can edit this file, include it with Brawl+, and be happy and dance and sing? NOPE, Fighter.pac doesn't work with FPC 3.5.1.

So, how can we use this with Brawl+? its very simple.
I was messing around tonight and found the stale moves constants in Fighter.pac(patternPowerMul).

So, I got interested and decided to look at how Brawl+ modifies the stale move constants.
Turns out it does so my modifying the Fighter.pac in memory that the game loads. So...its possible to edit Fighter.pac to modify certain actions of ALL characters at once, but ocarina codes are needed to do so.

Also, this means that for people with a USB gecko, OpenSA MIGHT be able to support tweaking movesets WHILE the game is running, by submitting changes to the .pac over the USBGecko. This is all theory right now, but I wanted to post it anyways.
 
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