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Project BlazBrawl Consoliditation Topic. - Project Ragna has resumed, Tager Next.

Chileno4Live

Smash Ace
Joined
Feb 21, 2008
Messages
661
Location
Almere, The Netherlands
NNID
Xyronith
3DS FC
0731-5336-4808
Yeah i was looking for that name but i can't find it anymore. But yeah i'll try him out again and fight against him some more, this was just the first thing came to mind. Haven't tried out the latest pac. So i'll probably do that. Again, no no hard feelings, i'm not here to make a big fuss about Jin xD.
 

TsuKiyoMe

Smash Journeyman
Joined
Oct 30, 2008
Messages
281
Location
Sicklerville, NJ
I like this guys hope to see the new characters like litchi and the newer ragna. Love it so far
We hit a snag with Litchi that is in the process of needing to be cleared up.

The max file size for Zero Suit Samus files is 291 KB. The whole character has to fit in 7KB of code which is quite tedious. I've been working with Ryko, Kirk, and Eldiran to find a way to reduce code size and so basically before I'll get the Litchi Beta I'll have to actually pen and paper out the code.

The way PSA works, file size increases only when you Paste statements or Add NOP statements. I maxed out the file with roughly 5 or 6 move pastes and roughly 20 NOP statement adds. As you can see...not a lot of room for creativity.

So I'm going to write down what code I have now and restart the process from the start again, this time taking into consideration the following:

-No Pasting
-Transform as many pre-existing useless lines into useful code. No adds unless there is no other feasible way to get the move to work
-Removal of useless code to increase file size

Notable Places Code Can Be Removed From:
-Grab Animation frees up roughly 500B of code
-Removing ZSS Armor Pieces on Start Up Removes Code
-Removing Sound Effects from useless moves
-The Key One: Removing Rumble Features on the Character outside of Wall and Floor Bounces (for teching purposes).

With this, I should be able to get the character up and working this time around. I thank you guys again for your patience. At least you know the code for the moves in the signature are done. I just have to re-enter them...the long way.

Thank you again for all your patience guys!
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
TsuKiyoMe, I might be wrong here, but... I think that avoiding pasting itself won't necessarily conserve more space than just modifying the commands. What happens is PSA only recalculates the offset when a) all commands are deleted, or b) a command is Added or Pasted. As such, if you delete most of the commands in a subaction, and then Add a Nop, the offset should actually decrease.

So, I think that you could actually take the command from your previous version and copy it. And then go to the corresponding subaction, delete everything first, and paste it. Doing it like that shouldn't consume extra space.

However, I could be wrong about this, the above is just my understanding. I posted this as much to help out as to find out if my suspicions are right or not.
 

TsuKiyoMe

Smash Journeyman
Joined
Oct 30, 2008
Messages
281
Location
Sicklerville, NJ
TsuKiyoMe, I might be wrong here, but... I think that avoiding pasting itself won't necessarily conserve more space than just modifying the commands. What happens is PSA only recalculates the offset when a) all commands are deleted, or b) a command is Added or Pasted. As such, if you delete most of the commands in a subaction, and then Add a Nop, the offset should actually decrease.

So, I think that you could actually take the command from your previous version and copy it. And then go to the corresponding subaction, delete everything first, and paste it. Doing it like that shouldn't consume extra space.

However, I could be wrong about this, the above is just my understanding. I posted this as much to help out as to find out if my suspicions are right or not.
Doesn't work. For example the offset of ZSS's Dash Attack has the following

Offset: 0x109E0



Copy the entire text box...remove it...repaste it.

You now have an offset of 0x2272C.



Same exact code.

Now if I modify that same code without using copy and pasting... like say replacing the 5th line with a Generate Item statement...something completely different... the offset is exactly the same.



See? I dunno why the coding for those functions are that way but they make for wasted space. To program a character like this, your code has to be incredibly clean, something I'm not exactly known to do hahaha. Java has spoiled me.
 

Zephron

Smash Ace
Joined
Jul 26, 2008
Messages
697
Location
Among the trees in Minnesota
I'm pulling for you!

Also my Litchi texture is almost done. ZSS is quite hard to make textures for... This might be my last one for her. Litchi, Nova, Marle and Lucca. Good 'nuff.
 

DanGR

BRoomer
BRoomer
Joined
Apr 10, 2008
Messages
6,860
If someone could tell me where to put the files and what to name them once they're downloaded, or redirect me to a post explaining how to do it, I'd be very appreciative. :)

edit: thanks ryko.
 

Rykoshet

Smash Champion
Joined
Mar 1, 2008
Messages
2,225
Location
No really, I quit.
There's a changelog for 3.0 but kirk has been otherwise preoccupied so both ragna 3.0 and tager hit a pretty big roadblock. Rather than push him and be annoying I just let it go.
 

MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
We hit a snag with Litchi that is in the process of needing to be cleared up.

The max file size for Zero Suit Samus files is 291 KB. The whole character has to fit in 7KB of code which is quite tedious. I've been working with Ryko, Kirk, and Eldiran to find a way to reduce code size and so basically before I'll get the Litchi Beta I'll have to actually pen and paper out the code.

The way PSA works, file size increases only when you Paste statements or Add NOP statements. I maxed out the file with roughly 5 or 6 move pastes and roughly 20 NOP statement adds. As you can see...not a lot of room for creativity.

So I'm going to write down what code I have now and restart the process from the start again, this time taking into consideration the following:

-No Pasting
-Transform as many pre-existing useless lines into useful code. No adds unless there is no other feasible way to get the move to work
-Removal of useless code to increase file size

Notable Places Code Can Be Removed From:
-Grab Animation frees up roughly 500B of code
-Removing ZSS Armor Pieces on Start Up Removes Code
-Removing Sound Effects from useless moves
-The Key One: Removing Rumble Features on the Character outside of Wall and Floor Bounces (for teching purposes).

With this, I should be able to get the character up and working this time around. I thank you guys again for your patience. At least you know the code for the moves in the signature are done. I just have to re-enter them...the long way.

Thank you again for all your patience guys!
I read somewhere about excess code being added to some PAC files upon editing...open Litchi in a Hex editor and check how many isntances there are of 0xFADE (there are exactly 0 in the original PACs, and i B+ Fox's PAC has...1147 O_O)

Also, are you guys gonna get these characters included in Mugen Brawl? The peach vote is up and im the only one who voted Rachel...
 

shinyspoon42

Smash Journeyman
Joined
Jan 12, 2009
Messages
429
Location
Portland, OR
Just thought I should mention, Jin is broken. Not because of his speed, or all that stuff. There is one move, and it has broke the **** out of the character. Its his neutral special. With icecar comboing straight into it, its easy to land. Even when you don't icecar into it, its huge and hard to do anything about in the air. And guess what? If you land the move, you win a stock. Freeze them with it, then wait a half second before jumping in the air and charging another. As soon as they unfreeze, release and they are immediately refrozen. Rinse and repeat to the edge, then enjoy the free guarenteed spike out of it, or F smash, or practically any move. While I like Jin, this is just ridiculous.

Aside from that, I'm just super pumped waiting for Litchi to go beta. Whats the latest on Tager Rachel and Ragna?
 

TsuKiyoMe

Smash Journeyman
Joined
Oct 30, 2008
Messages
281
Location
Sicklerville, NJ
I read somewhere about excess code being added to some PAC files upon editing...open Litchi in a Hex editor and check how many isntances there are of 0xFADE (there are exactly 0 in the original PACs, and i B+ Fox's PAC has...1147 O_O)

Also, are you guys gonna get these characters included in Mugen Brawl? The peach vote is up and im the only one who voted Rachel...
Any suggestions which Hex Editor I use/How to go about doing this?
 

Ryo242

Smash Ace
Joined
May 18, 2005
Messages
656
Location
Behind you
I noticed that Ragna can instant death characters on most stages by Down throw (Catch) then Down throw, which sends them straight down past the edge in a spike similar to that of Fox and Falco's down throw in Melee. Is that intentional?
 

Kisamealex3

Smash Journeyman
Joined
Nov 28, 2008
Messages
254
Uhh...am I the only one that failed to see a download link for the Ike thingy? I clicked on it and it only supplies textures.

I think I'm just stupid xD

Help?
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
I remember this thread...maybe I'll actually start working on this again. I've nothing else in my life worth doing, anyway.

I noticed that Ragna can instant death characters on most stages by Down throw (Catch) then Down throw, which sends them straight down past the edge in a spike similar to that of Fox and Falco's down throw in Melee. Is that intentional?
Dthrow sends them straight down, so I don't see why this wouldn't be possible. Have you tried DI-ing back towards the stage? I find it hard to believe it would be instant death...since it should be cancelable anyhow.
 

markehmus

Smash Apprentice
Joined
Aug 15, 2009
Messages
163
This topic really needs to be revived.

So, I decided to give some preview screenshots of the new Litchi texture.

Please comment! ^_-



be alot easier to comment if the texture was scene on in game... why no dl links?? pic's dont tell much of a story
 

markehmus

Smash Apprentice
Joined
Aug 15, 2009
Messages
163



I WANT to make a model of Noel, and I'm totally willing to learn but I have to buy a copy of 3Ds Max, and then learn the program.

A very sad state of events on that part.
thanx for the info i am gonna grab it too


AUTODESK 3D STUDIO MAX 2010
WINDOWS 32BIT & WINDOWS 64BIT
date: April 18th, 2009
type: 3D Animation
size: DVD 72x50mb
Description:
Create stunning 3D models in less time with Autodesk 3ds Max 2010 software.
This full-featured 3D modeling, animation, and rendering solution is used
to produce top-selling games and award-winning film and video content.
Its the tool of choice for quickly generating realistic characters,
seamless CG effects, jaw-dropping games, or top-quality film and television
content. Enhanced toolsets let you create your 3D environment the way you
want, manage complex scenes, and take advantage of improved software
interoperability and pipeline-integration support.
http://www.autodesk.com
Installation:
Unpack, burn & install.
Check Crack/Install.txt on DVD
No Lame Patching, no problems with updates, no problems exporting
to a "legal" version, no trial patched, no files modified etc
The one and only way to do it - KEYGEN - fully activated
im gonna test it 1st, probly
 

Marth175

Smash Apprentice
Joined
Aug 14, 2009
Messages
144
wow its been a while since I signed in, been really busy modding my car :), and well I might get back to work on finishing jin some time soon, but Im really looking forward to that model editor that would be awesome once pharrox is finished
 
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