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ds22's Workshop

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,662
Location
Rotterdam, The Netherlands
Seeing some of my stuff is PM specific, I might as well post it in the appropriate section.
Codes I made and published can be found over here.

Includes Kirby hats for Mewtwo, Roy (now with a proper Sword of Seals model, made by @Nanobuds ), and Ganon, as well as a small memory overflow bonus fix for Mr. G&W, Ganon (fixed this time), Kirby, Lucario, Mewtwo, Pit, R.O.B, Snake, Sonic, and ZSS (also fixed).
(for other variants, please go to post #9 in this thread)


Includes the code to inject, pre-made PM info.pac files, and two animation files incase you'd like to implement this into your personal info.pac files (PM or otherwise).
 
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KingJigglypuff

Smash Ace
Joined
May 2, 2010
Messages
679
So what was the hurdle which prevented Kirby from having a Copy Shadow Ball and Sword in the first place? I know Pyotr's working on Ex Kirby hats, so maybe you and him could potentially work on it together or something.

Though if I may ask, what was done (assembly, module, etc) which allowed Kirby to copy Mewtwo's and Roy's Articles? I'll hold off on asking about Ex Kirby hats, since both Pyotr's working on them and this is just for vanilla Project M (if I'm assuming correctly).

At least now people can use this without the stigma attached to the leak which I will not name.
 

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,662
Location
Rotterdam, The Netherlands
So what was the hurdle which prevented Kirby from having a Copy Shadow Ball and Sword in the first place? I know Pyotr's working on Ex Kirby hats, so maybe you and him could potentially work on it together or something.

Though if I may ask, what was done (assembly, module, etc) which allowed Kirby to copy Mewtwo's and Roy's Articles? I'll hold off on asking about Ex Kirby hats, since both Pyotr's working on them and this is just for vanilla Project M (if I'm assuming correctly).

At least now people can use this without the stigma attached to the leak which I will not name.
A combination of editing Kirby's module, editing certain patch codes, even more module editing, specifically to link transactors and hat data together (which wouldn't have been possible without a proper module editor), and creating some new, Kirby specific, patch codes.
And this is indeed for Vanilla PM, as this all relied on unused pre-existing table entries in Kirby's module, tables which would have to be heavily reworked for BrawlEx.

EDIT:
Updated OP with more content.
 
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PyotrLuzhin

Smash Journeyman
Joined
Jul 1, 2014
Messages
470
Location
Altair's Lair
So what was the hurdle which prevented Kirby from having a Copy Shadow Ball and Sword in the first place? I know Pyotr's working on Ex Kirby hats, so maybe you and him could potentially work on it together or something.

Though if I may ask, what was done (assembly, module, etc) which allowed Kirby to copy Mewtwo's and Roy's Articles? I'll hold off on asking about Ex Kirby hats, since both Pyotr's working on them and this is just for vanilla Project M (if I'm assuming correctly).

At least now people can use this without the stigma attached to the leak which I will not name.
I'm hoping to find some time to make a larger post about the BrawlEX Kirby Hat System that I finished earlier this year that will fully explain how I addressed the article issues.
 

ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,662
Location
Rotterdam, The Netherlands
Completely forgot you managed to get it working with BrawlEX.
I imagine the way you addressed the article issue is done entirely via module, seeing what I did relies partially on code, mainly on a modified version of the Mewtwo patch code to properly load the Shadow Ball coding, as well as a code that loads the victims instance ID out of memory instead of pre-fixing it to a specific ID (at least for the Roy and Mewtwo hats).
 
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ds22

Smash Lord
Joined
Aug 30, 2009
Messages
1,662
Location
Rotterdam, The Netherlands
In any PM codeset with the old Kirby hats, you'd have to, if found, remove the following lines:
Code:
04AA95A8 2C1E0005

04AD8B54 00000036
04AD8B58 0000003A
And then add the following codes:
Code:
Mewtwo Kirby Fixes [ds22]
* C2AA95AC 00000007
* 40800028 8074FFF8
* 80630064 80630020
* 8063000C 80630120
* 2C030026 4082000C
* 3C600096 48000008
* 3C600123 2C1E0005
* 60000000 00000000

Kirby CE Hat Prop Fix [ds22]
* C2A58448 00000003
* 80830008 80840070
* 80840020 8084000C
* 80840120 00000000
* 04853F00 80810024
I should stress that these aren't all the Kirby codes (I didn't make the Kirby hat float fix code, so I can't post that).

P.S.
The following code doesn't need to be added to any codeset already having Kirby hats (old or new), but for good measure:
Code:
Roy & M2 Kirby Hat Data [ds22]
* 06585AC4 00000018
* 6B697262 792F4669
* 744B6972 62794D65
* 7774776F 2E706163
* 06585AE0 00000018
* 6B697262 792F4669
* 744B6972 6279526F
* 792E7061 63000000
* 04AD7FB4 80585AC4
* 04AD7FB8 80585AE0
* 04AD801C 00010102
EDIT:
Went ahead and made a package with just the memory overflow fix (this time with a fixed Ganon and ZSS):
As well as package with just the matching Kirby hats (now with a proper Sword of Seals model, made by
@Nanobuds :
 
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britipinojeff

Smash Journeyman
Joined
Apr 1, 2015
Messages
225
I have a couple of sfx mods that require moveset changes for the sfx ids. Is there anyway I can merge the sfx mods with your overflow fixes through brawlbox? Or maybe is it something I can add into the sfx mod with Smash Attacks?
 
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