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Project Kid Goku (FIRST BETA RELEASED!)

Shonrrati

Smash Cadet
Joined
Nov 8, 2009
Messages
58
Just played a fight with krillin on your stage. I feel so happy right about now :) Great work on the map! Can't wait till we can get the rest of the dragon ball characters in. We're going to have to have tournaments Fo Sho.
 

RandomTBush

Smash Ace
Joined
Aug 10, 2009
Messages
889
Location
Donut Plains
nope still didn't work, still same beep
Try these three codes from my GCT. They should work, as they do for my Brawl.
Code:
Stage Roster Expansion System v1.1 [Phantom Wings]
* E0000000 80008000
* 04043B20 3800003A
* 04043B40 1C060018
* 04043B58 38840018
* 04949C8C 3884B460
* 04949D10 3884B460
* 04949E20 3884B460
* 04949EFC 3884B460
* C294A588 00000003
* A063001A 2C030040
* 41800008 38600000
* 60000000 00000000
* C294A1D0 00000003
* 7C7D1B78 2C03FFFF
* 40820008 3FA0003F
* 60000000 00000000
* 04015564 48000010
* 2042AEB0 00000041
* 0442AEB0 00000000
* 80000000 8042AEB0
* 80000001 8042AEB0
* 60000030 00000000
* 8A001801 00000000
* 86000000 00000024
* 86000001 00000018
* 62000000 00000000
* 0042B34C 024B0000
* 80000000 8042B348
* 80000001 00000040
* 80000002 00000031
* 60000008 00000000
* 4A001000 00000000
* 94210001 00000000
* 16000004 00000010
* 73745F63 7573746F
* 6D002E72 656C0000
* 94010002 0000000D
* 86000000 00000018
* 86000001 00000001
* 86000002 00000001
* 62000000 00000000
* 80000000 8042BC18
* 80000001 8042B460
* 8A010001 00000000
* 0042BC18 010F0000
* 80000000 8042BC14
* 80000001 8042B560
* 80000002 00000031
* 60000008 00000000
* 4A001001 00000000
* 94210000 00000000
* 4A001000 00000000
* 16000000 00000008
* 43757374 6F6D3100
* 94010002 00000006
* 86000000 0000000C
* 86000001 00000004
* 86000002 00000001
* 62000000 00000000
* E0000000 80008000

Enable Random Expansion Stages [Phantom Wings]
* C26B7A6C 00000005
* 3860001F 2C120000
* 41820008 3860000A
* 7C101800 4180000C
* 38000001 7C800379
* 60000000 00000000

Custom SSS [spunit262, Phantom Wings]
* 046B8F5C 7C802378
* 046B8F64 7C6300AE
* 040AF618 5460083C
* 040AF68C 38840002
* 040AF6AC 5463083C
* 040AF6C0 88030001
* 040AF6E8 3860FFFF
* 040AF59C 3860000C
* 060B91C8 00000018
* BFA10014 7CDF3378
* 7CBE2B78 7C7D1B78
* 2D05FFFF 418A0014
* 006B929C 0000001F
* 066B99D8 0000001F
* 00010203 04050709
* 080A0B0C 0D0E0F10
* 11141516 1A191217
* 0618131D 1E1B1C00
* 006B92A4 00000013
* 066B9A58 00000013
* 1F202122 25242326
* 27282A2B 2C2D2E2F
* 30313200 00000000
* 06407AAC 00000066
* 01010202 03030404
* 05050606 07070808
* 0909330A 0B0B0C0C
* 0D0D0E0E 130F1410
* 15111612 17131814
* 19151C16 1D171E18
* 1F19201A 211B221C
* 231D241E 251F2932
* 2A332B34 2C352D36
* 2F373038 3139323A
* 2E3BFFFF 40014102
* 42174308 440D450C
* 46394732 48130000
 

DoB04

Smash Journeyman
Joined
Nov 20, 2007
Messages
255
I give up I just can't get it to work no matter what i try... shonrrati gave me his exact gct and his exact module and stage folders and it will still freezes every time i pick melee stages (it wont even let me pick an actual stage)
yet it works on his game...
 

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,662
Location
Rotterdam, The Netherlands
Well the stage works for me with the stage expansion code, but the only thing the CPU does is walk around all the time (both in training when set to stop and in Brawl).
Is that a glitch related to the switching of .rel's or is this glitch stage related?
EDIT: I checked and it's not the fault of the .rel.
It has to be something in the stage itself.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Try naming the Stage as STGFinal and just using it over Final Destination and see if it works. I have no idea why the game woul dfreeze from you simply trying to look at the melee stages screen. Perhaps its something having to do with your selmap.pac file?
 

SolidSnake141

Smash Cadet
Joined
Feb 14, 2010
Messages
57
Location
In Liquid's Base
Heck, the stage works for me and I'm not even using those codes. Also, there is a problem though...some reason the computer players only run around on the stage back and forth and only attack when in mid-air. o_O

Edit: oh, nvm about the problem, just saw the posts on page 8 (yeah I skipped to nine :p).
 

mastaklo

Smash Cadet
Joined
Mar 17, 2009
Messages
70
why does everyone has problems with that stage
i dont have any problems all works fine for me with it
 

Owa5489

Smash Cadet
Joined
Dec 21, 2009
Messages
57
Location
New York
I'm loving the progress on this so far.

In the small amount of time I've been watching/participating in this hacking business, I never thought it'd come so far. From the immense amount of progress from Kid Goku, to Krillin, to even Megaman freakin' Volnutt :grin:, we're making our own sequel.

:cry: I love you guys. *sniff*

P.S. to cook up someone's interested, some hackers out there may want to think of Wave Kusanagi's Hyper Sonic's moveset with say... SSJ Goku texture or MDL0 files? My friend and I battle Hyper Sonics every weekend and the battles are comparable to DBZ. To have an actual SSJ Goku would be amazing.
 

StarWaffle

Smash Lord
Joined
Oct 18, 2008
Messages
1,491
Location
BC
hey sorry, but 2 projects is 2 much for me atm.

If for some reason you guys arent done before klonoa i'll gladly help out.
 

SolidSnake141

Smash Cadet
Joined
Feb 14, 2010
Messages
57
Location
In Liquid's Base
You know, RandomTBush, actually putting the stage over Final Destination is a good touch because the stars zoom by in the sky and they are kinda like the capsule pods that vegeta and Raditz rode in. Meh, maybe I'm crazy though. :p
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
So I attempted to put the stage over WWR. However I got kicked off the comnputer yesterday before I could post a link from my mediafire.

Edit: Here's the link. This should get rid of the stars for anyone who was bothered by them. The FD animation is gone.

http://mediafire.com/?tyoo0qzmxmo
 

DiamondbodySharpshooter

Smash Journeyman
Joined
Nov 3, 2009
Messages
416
It's broken. I'll try to get pics.

EDIT: Yeah, the pics are not that important.

Also, a suggestion? The blast zones for the wall and ceilings should be really long for no reason, and only the floor boundaries should count for anything. Like a true World Martial Arts Tournament.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
No...I saw the damage for myself.

Maybe it would be easier to just get rid of the FD animation from the pac altogether. Agreed on the high blast zones.
 

RandomTBush

Smash Ace
Joined
Aug 10, 2009
Messages
889
Location
Donut Plains
Also, a suggestion? The blast zones for the wall and ceilings should be really long for no reason, and only the floor boundaries should count for anything. Like a true World Martial Arts Tournament.
I made the blast zones as large as I possibly could. If I make the side boundaries any larger, then you could stand on the short walls that are off to the sides (which wouldn't be fair), and if I made the upper blast zone any higher up, you'll be able to see into the black abyss in the skybox. D:
 

DiamondbodySharpshooter

Smash Journeyman
Joined
Nov 3, 2009
Messages
416
I made the blast zones as large as I possibly could. If I make the side boundaries any larger, then you could stand on the short walls that are off to the sides (which wouldn't be fair), and if I made the upper blast zone any higher up, you'll be able to see into the black abyss in the skybox. D:
Beautiful...*sniff*
 

Kei_Takaro

Smash Lord
Joined
Feb 3, 2009
Messages
1,007
Location
Underneath FD
=D Goku FTW!! <3 The animations are very well touched!

on the other hand
It makes me facepalm though on the 1st video on the related videos >: (
 

DoB04

Smash Journeyman
Joined
Nov 20, 2007
Messages
255
updated the first post woth the first video and first victory theme (I may add a few others I had in mind :p) but now the collapse code seems to have broken and now the images are all showing up lol... anyone know why? >_>
and also mastaklo, in the video you got the tenkaichi budokai stage to load over pirate ship... can you send me that file so I can test it out? maybe it'll work on a different stage other than FD for me >_>
 

ALF

Smash Cadet
Joined
May 28, 2006
Messages
72
Speculation: The AI tells it to walk away if it is standing and is near a blast zone, and this walking away has higher priority then any other action it can take. For instance, if you go to Bridge of Eldin and corner a cpu off to the side, you can just keep hitting it back as long as it stays on the ground and it will never do anything but walk back towards you, no matter what level it is. I'm assuming that the blast zone is a horizontal line under the stage, so when it's standing on it, it always thinks it's close to the blast zone, and should walk away. I could be wrong, but this seems a logical explanation. It would also explain why mastaklo's works, because he doesn't have the blast zone on the level of the grass.
 

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,662
Location
Rotterdam, The Netherlands
Speculation: The AI tells it to walk away if it is standing and is near a blast zone, and this walking away has higher priority then any other action it can take. For instance, if you go to Bridge of Eldin and corner a cpu off to the side, you can just keep hitting it back as long as it stays on the ground and it will never do anything but walk back towards you, no matter what level it is. I'm assuming that the blast zone is a horizontal line under the stage, so when it's standing on it, it always thinks it's close to the blast zone, and should walk away. I could be wrong, but this seems a logical explanation. It would also explain why mastaklo's works, because he doesn't have the blast zone on the level of the grass.
I can confirm this because I did the same thing as Mastaklo by removing the blast lines.
The CPU acted normal and wasn't obsessed with only walking.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
That probably isn't it. The cpu does this on another stage that was ported from Mario Kart Wii.
 

GwJ

Smash Hero
Joined
Nov 1, 2008
Messages
5,833
Location
Pennsylvania
NNID
Baghul
It probably is getting confused at some piece being out of place. Whether it be a blast zone or another stage element, something is different and it's confusing the AI.
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Hmm... well, is it fixable? I really like that stage... mastaklo, do you have a download for it? Or, can you at least tell me how you got it to work? Did you edit something?
 

janfeae

Smash Apprentice
Joined
Jul 6, 2007
Messages
111
Yea, and have you fixed the results screen bug? Oh and good progress guys.
 

Leo Kitsune

Smash Apprentice
Joined
Aug 3, 2009
Messages
109
That probably isn't it. The cpu does this on another stage that was ported from Mario Kart Wii.
Actually, I'm pretty sure it's related.

I had the same thought as ALF a while ago when I made Eldin Expanded (unreleased of course). The CPU would tend to stay away from the blast zones. Given that the stage was larger this gave them more room to hang back and they function fine. However if I get them close to the blast zone their main concern is to get away from it. Of course they could be afraid of me performing combos off the mountainside.

One thing I also noticed is that whenever a stage event happens, such as the portal appearing or what have you, the CPU will go towards it if you're standing relatively far from it, but then walk back towards you, repeating this until the event is over.
 
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