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Project M Metal Sonic vBrawl version included of course.

#1 User is offline LoneDevil 

Posted 09 March 2016 - 03:36 AM

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Posted Image


Spoiler


Modern Metal Sonic is a complete character mod for Super Smash Bros Brawl and/or Project M over Wolf. My model shown here is a custom of Sonic Generations Metal Sonic based off Sonic Adventure 2 Metal Sonic and parts from the god-awful Winter Olympics design (Sonic 4 Model) with slight vertex edits. Basically my vision of what the real Metal Sonic should've look like for the modern era, or at least stayed (*cough* SA2's accurate design of Metal Sonic). The model blends well with Brawl's graphics, and should also fit in well with Smash 3's style. Every move from Wolf has been replaced and changed into new + additional moves with custom voice and sfx. Metal Sonic transforms into Neo Metal Sonic in his Final Smash for a few seconds. Use BrawlEx if you want to keep Wolf. see README.txt for more details.

DOWNLOAD

Credits:
Nibroc-Rock - Neo Metal Sonic model
TheRealHeroOfWinds - Minor scratches & dirt on yellow parts and shoes of Metal Sonic texture.
XTheDarknessOfLightX - older Neo Metal Sonic model (v1.0 Only)
This post has been edited by LoneDevil: 08 June 2016 - 06:49 PM

#2 User is offline Tiberious 

Posted 12 March 2016 - 02:58 AM

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I like the attention to detail with this hack, including alternate CSS images, and even the Congratulations screen images. I can even use the included render to make a Replay character image.

When I get to where I'm adding characters via BrawlEx, this one's going in depending on the answer to one question: If I used the included .sawnd file, would I be able to have both Wolf and Metal Sonic with their own sound effects?

#3 User is offline LoneDevil 

Posted 12 March 2016 - 02:45 PM

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View PostTiberious, on 12 March 2016 - 02:58 AM, said:

When I get to where I'm adding characters via BrawlEx, this one's going in depending on the answer to one question: If I used the included .sawnd file, would I be able to have both Wolf and Metal Sonic with their own sound effects?

Yes. for BrawlEx you have to replace a certain SSE enemy's soundbank (like 11A) for Metal Sonic's voice/sfx.

EDIT: I'm now working on compatible files for BrawlEx especially Project M. might release it along with a very minor update. (nerfs?)
This post has been edited by LoneDevil: 12 March 2016 - 05:56 PM

#4 User is offline Tiberious 

Posted 12 March 2016 - 08:20 PM

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Well, I was more thinking along the lines of PM and how they did Mewtwo/Roy, where the sounds for those extra characters existed alongside Lucario/Marth in the same soundbanks.

Also, if you're doing an update, you might consider taking these:

Posted Image
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Since I have a way to make these kinds of name textures to match Brawl's to essentially perfect accuracy, it's no big deal to make 'em and give 'em out to whoever might need/want 'em.

Edit: I also tossed in a Replay character texture, which few people rarely seem to use.
This post has been edited by Tiberious: 12 March 2016 - 08:47 PM

#5 User is offline LoneDevil 

Posted 13 March 2016 - 01:54 AM

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Using the same soundbank may be a good idea but the last time I've used a empty unused sfx, nothing plays, plus there may be size issues and Sonic's KO sounds may still play (unless there's already another way to get behind that). I'll be using one of SSE enemy's soundbank (11A) for now.

View PostTiberious, on 12 March 2016 - 08:20 PM, said:

Also, if you're doing an update, you might consider taking these:

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Since I have a way to make these kinds of name textures to match Brawl's to essentially perfect accuracy, it's no big deal to make 'em and give 'em out to whoever might need/want 'em.

Edit: I also tossed in a Replay character texture, which few people rarely seem to use.


Looks Awesome, slightly MORE professional than mines, especially the replay background giving more space. since there's already a replay texture, mind showing the CSS texture? (that's the only one missing besides replay. :v:)

#6 User is offline Tiberious 

Posted 13 March 2016 - 03:35 PM

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Ugh... Photobucket's being a pain in the ass now.

Anyway, I made this real quick... doesn't take much time having saved the contour I use in Photoshop, so all I need to do is tweak settings a little. When it converts to CMPR, it should look just fine.

Posted Image

But where does the 'CharaRoll' texture (ChrRollFighter.44) go? I don't seem to see any 'Character Roll' files in the partition, but I know they exist somewhere. If you know, latting me know would be useful.

#7 User is offline LoneDevil 

Posted 14 March 2016 - 03:51 AM

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View PostTiberious, on 13 March 2016 - 03:35 PM, said:

But where does the 'CharaRoll' texture (ChrRollFighter.44) go? I don't seem to see any 'Character Roll' files in the partition, but I know they exist somewhere. If you know, latting me know would be useful.


CharaRoll textures are used for "stage\melee\STGCHARAROLL.PAC (as noted in the Readme.txt)
on a sidenote, I should be done with the BrawlEx compatible files + v1.1 for this week or two.

#8 User is offline LoneDevil 

Posted 25 March 2016 - 05:53 PM

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v1.1 Update:
Posted Image


What's New?:
BrawlEx compatible files added.
New Neo Metal Sonic model by Nibroc-Rock for Final Smash & All-Star Trophy only.
Slightly polished Metal Sonic & fanchars paletteswaps, along with better CSP/CSS/BPs.
Majority of the moves have been tweaked and nerfed a bit. (See UpSpecial)
Better Wavedashing and Dash-Dancing added.
New Classic Mode ending screens for Brawl and PM. (Wolf replacement version)
Third jab's A+B and A+YorX is now Up+A and Down+A.

#9 User is offline Tiberious 

Posted 27 March 2016 - 08:37 AM

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I still haven't actually installed either version yet, but looking inside the files to see how it all looks. I'm also looking around for ways that maybe we can take over some of the 22 unused trophies and maybe add previews and descriptions to them in the relevant files. If we're gonna do that, though, we have to make sure it's all done well. That means cleaning up the msbin text and fixing the typos and such.

I know that somehow, the PM team managed to make it so that beating Classic as Mewtwo awarded a Mewtwo trophy (although maybe they just hijacked Pokémon Trainer's entry), so I think there's a way we could make that assignment. And the reason that I suggest using the unused ones first is so that we can have up to 11 characters (one normal and one FS each) without any crashing issues should normal Brawl, or any version without the added trophies be played on the same Wii.

#10 User is offline LoneDevil 

Posted 27 March 2016 - 12:37 PM

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Sounds like a perfect plan, would be best to use the trophies that come after Mewtwo and Roy (haven't tested to see if Roy does have his own trophy and ending screen as well) so it may also be compatible with any normal Brawl. Unfortunately my laptop aren't powerful enough for Dolphin, so testing on hardware as usual multiple times is gonna be a pain, beating Classic Mode everytime for trophy testing at least.

One minor thing I'm always eager to know, that is it still possible to add Cloned characters their own VS Records? nobody has touched it since.
This post has been edited by LoneDevil: 27 March 2016 - 12:37 PM

#11 User is offline Tiberious 

Posted 30 March 2016 - 08:33 PM

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Unfortunately not, unless that data can be read from/written to the save file.

The original structure of the save data is such that your My Music preferences essentially come right after the records data, which is why, for example, there's an Ocarina code titled "Alloys Don't Crash and Others Don't Wreck My Music". Also why My Music is generally the first casualty of poorly-implemented hacks. Essentially the moment anything tries to write beyond the bounds of the records data, your My Music gets corrupted, and since that's written to the save file, it can cause a bunch of nasty issues. PM worked around this by having Mewtwo use Lucario's records data (lulz), and making Roy use Marth's.

That said, if you could patch the save data read/write functionality to expand it and allow for extra records data, you'd essentially be locked into always using that hack, as it would make no sense to vanilla Brawl. Either that, or somehow cause the game to write a new save file with the extended data, but the tradeoff would be that all of your old Brawl save data is unusable for the 'new title'. I mean, you'd be kinda boned either way.

Besides, pretty much all the hacking focuses on the Vs. mode. Hell, Brawl Expansion doesn't even stop the game from freezing if you play as Alloys in Classic or Multi-Man Brawl. There's essentially zero attention paid to the single-player content, which I find to be a damned shame. They really should work on making this BrawlEx thing function truly everywhere.

#12 User is offline Metalsonicmk72 

Posted 13 April 2016 - 08:37 PM

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Forgive me if this qualifies as a bump, but I figured this would be my best bet to getting an answer for my nitpick related question.

Is there any chance of modifying Metal's movement values used for the Subspace Emissary fields? It always bothered me that this subgame used different (read: nerfed) movement values for every character and seeing Metal Sonic move so slowly while dashing (using Wolf's run speed) is really driving me nuts. Not sure where in FitWolf.pac or FitWolfMotionEtc.pac those values are kept. Searching the web produced no answers for me, otherwise I'd do it myself.

#13 User is offline LoneDevil 

Posted 14 April 2016 - 03:54 PM

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I see. Agree 100% that BrawlEx should be stable with Single Player modes and not just Versus, it's one of the reasons I don't like the clone engine.

View PostMetalsonicmk72, on 13 April 2016 - 08:37 PM, said:

Forgive me if this qualifies as a bump, but I figured this would be my best bet to getting an answer for my nitpick related question.

Is there any chance of modifying Metal's movement values used for the Subspace Emissary fields? It always bothered me that this subgame used different (read: nerfed) movement values for every character and seeing Metal Sonic move so slowly while dashing (using Wolf's run speed) is really driving me nuts. Not sure where in FitWolf.pac or FitWolfMotionEtc.pac those values are kept. Searching the web produced no answers for me, otherwise I'd do it myself.

Unfortunately I have no idea, I'll get to searching where the SSE size & speed values are later if I can. in the meantime let me know if you do somehow find those values.
(Funny thing is I've just finished replaying SSE a day ago, Metal Sonic only, no stickers, Intense. every special move contributes well with the level design)
This post has been edited by LoneDevil: 14 April 2016 - 03:54 PM

#14 User is offline Fenrir 

Posted 16 April 2016 - 02:22 AM

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Yeah, getting the Clone Engine working in single player components is easier said than done honestly. It's the same reason that Mewtwo and Roy can't be used in Subspace, because even though they technically have their own slots, Mewtwo literally uses the Pokémon Trainer's slot and it's a similar situation for Roy. It's finnicky in the same way that we can't exactly add new sound clips without replacing some other sound clips, the engine isn't 100% reliable.

Anyway, the mod is REALLY fun. Adding it in with the Knuckles leak makes for some fun matches.

#15 User is offline Metalsonicmk72 

Posted 24 April 2016 - 09:35 PM

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I didn't even notice the fact that Metal Sonic was abnormally large in SSE until you pointed it out. One other thing I forgot to ask was about possibly get the .pac you used to build the .SAWND file you're using for Metal. There's something bugging me about the "Long time no see" taunt with the fadeout in the audio that I want to fix really badly.

On an unrelated note, I'm going to assume you don't model importing requests, right?

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