ROM Hack Continuing Smash Bros. TURBO'D

xirtamehtsitahw

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I'm running into all sorts of game freeze issues. Every time I try to use the multi-jump GateShark code, there seems to be a risk of the game freezing. This MUST be fixed if I am to continue using this mod. Also, how on Earth do you remove the mod? I uninstalled SaltySD and deleted the Smash folder from my 3DS's SD card, but the mod is still installed somehow.
 

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I'm running into all sorts of game freeze issues. Every time I try to use the multi-jump GateShark code, there seems to be a risk of the game freezing. This MUST be fixed if I am to continue using this mod. Also, how on Earth do you remove the mod? I uninstalled SaltySD and deleted the Smash folder from my 3DS's SD card, but the mod is still installed somehow.
SaltySD is not made to be compatible with all kinds of other things. Also, I don't know how the hell it would even have turbo without the mod folder, since it loads directly from there.
 

joyoshi

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I'm at a loss, myself. How on Earth it still functioned without the mod folder is a complete mystery. However, I do know that your concept worked. And apparently, it's not fully compatible with GateShark codes...yet. Do you think it would be possible for such in the future?
You did delete the "smash" folder inside the "SaltySD" folder right? Also, I feel like the problem lies with the gameshark code, not necessarily this mod.
 

xirtamehtsitahw

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I might have messed up the install of Turbo'd. I simply installed the Smash folder directly to the root of my SD card. I should have left it inside the SaltySD folder. I might give this mod another try, IF I can get Sm4sh to install correctly in .cia form. I've been getting "this cia is invalid" messages.
 

wuboy

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I might have messed up the install of Turbo'd. I simply installed the Smash folder directly to the root of my SD card. I should have left it inside the SaltySD folder. I might give this mod another try, IF I can get Sm4sh to install correctly in .cia form. I've been getting "this cia is invalid" messages.
Yeah, your problems are all in the gateshark codes. I don't have these problems except for the ones in the OP.
I said to install the folder in the rar file on the root of your SD card, and that folder should be called saltysd. The mod will not work without that folder.
 

xirtamehtsitahw

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I hope I get it right this time. I seem to have a curse where I do things wrong the first time, nearly every time. :P

EDIT: I just found out about a HUGE bug that basically lobotomizes the game: any attempt to play Classic mode crashes the game. I won't try this mod again until this is fixed.
 
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wuboy

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I hope I get it right this time. I seem to have a curse where I do things wrong the first time, nearly every time. :P

EDIT: I just found out about a HUGE bug that basically lobotomizes the game: any attempt to play Classic mode crashes the game. I won't try this mod again until this is fixed.
... why?
Anyway, I have no idea why this is the case; I didn't make the original mod after all. It might have something to do with SaltySD. I'm going to look into it but at least try to find others to play the mod with before putting it down.
 

xirtamehtsitahw

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It's the fact that I can't even play Classic mode without the game crashing, if the original post is to be believed. Or, has that been fixed yet?

I'd rather have all modes still playable, even if I can't use GateShark codes.

FINAL EDIT: AFAIK, the two modes which are still bugged are Classic and All-star. However, unlocking all the characters and stages can be done in Smash mode...I think.

And Mewtwo's d-tilt is a bit bugged, but possibly only in training mode. I was only able to hit my opponent when I was standing/crouching right next to them. It worked normally in actual gameplay (Smash Run).
 
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wuboy

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It's the fact that I can't even play Classic mode without the game crashing, if the original post is to be believed. Or, has that been fixed yet?

I'd rather have all modes still playable, even if I can't use GateShark codes.

FINAL EDIT: AFAIK, the two modes which are still bugged are Classic and All-star. However, unlocking all the characters and stages can be done in Smash mode...I think.

And Mewtwo's d-tilt is a bit bugged, but possibly only in training mode. I was only able to hit my opponent when I was standing/crouching right next to them. It worked normally in actual gameplay (Smash Run).
It's something to do with the hitboxes and the Z Axis, the hitbox just kinda warps past the opponent. I'll keep that in mind when I edit characters again.
Yes, you can still unlock characters in Smash mode. I don't think you ever had to play Classic or All Star to unlock everything, anyway.
Also, after looking into it, the files I have in the mod have nothing to do with All Star or Classic, whatever errors you get don't have to do with this mod. Or at least, I'm pretty sure. If it is, that's completely out of my control. Sorry.
 

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@xirtamehtsitahw and anyone else that wants to use TURBO'D while still being able to switch back and forth between modded and non-modded Smash!

Check out this tool by @Cydget that I found on another thread, but don't worry about the "injector" or anything; just install the CIA from the link, rename your "smash" folder to "smash2" (IMPORTANT: Do this BEFORE putting on any additional files!), and extract the included Zip file directly into your SD card, merging files where neccessary.

Then just never run smash again; Always run the CIA from Cydget's Post, and you can freely switch between Normal Smash and TURBO'D whenever you feel like it!

(also, as long as you have SaltySD already installed, you don't have to press X or Y on the CIA menu; either option will run SaltySD just fine. You may have to "download SaltySD" by pressing SELECT the first time you run it, but I don't think it's a required step)

@wuboy Could you add this to the OP as an option for people to use?


(oh, and I actually haven't tested this Zip yet; the program works and I think I set the zip up right, but I've never tested a blank cache.gen before; could someone just test this to make sure?)
 

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xirtamehtsitahw

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Might I suggest adding more characters with up-taunt Final Smashes? I recommend Yoshi, Pikachu, Charizard and Sonic. All of them still allow you to have some control over their movement. I can also say that Bowser and Little Mac's Final Smashes are pretty cool, but not very useful in Home Run Contest. If you pick up the bat before transforming, it will disappear. I'll have to see if you can pick up the bat after transforming.
 

wuboy

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@xirtamehtsitahw and anyone else that wants to use TURBO'D while still being able to switch back and forth between modded and non-modded Smash!

Check out this tool by @Cydget that I found on another thread, but don't worry about the "injector" or anything; just install the CIA from the link, rename your "smash" folder to "smash2" (IMPORTANT: Do this BEFORE putting on any additional files!), and extract the included Zip file directly into your SD card, merging files where neccessary.

Then just never run smash again; Always run the CIA from Cydget's Post, and you can freely switch between Normal Smash and TURBO'D whenever you feel like it!

(also, as long as you have SaltySD already installed, you don't have to press X or Y on the CIA menu; either option will run SaltySD just fine. You may have to "download SaltySD" by pressing SELECT the first time you run it, but I don't think it's a required step)

@wuboy Could you add this to the OP as an option for people to use?


(oh, and I actually haven't tested this Zip yet; the program works and I think I set the zip up right, but I've never tested a blank cache.gen before; could someone just test this to make sure?)
OK, I'll put it there!
found a glitch fox's side special doesn't do damage
Yes it does, I just made it so you can cancel it during the dash. Fox Illusion and Falco Phantasm aren't meant for damaging enemies, but rather for movement utility, so I took that to the extreme.

--------------------- MERGED ---------------------------

Might I suggest adding more characters with up-taunt Final Smashes? I recommend Yoshi, Pikachu, Charizard and Sonic. All of them still allow you to have some control over their movement. I can also say that Bowser and Little Mac's Final Smashes are pretty cool, but not very useful in Home Run Contest. If you pick up the bat before transforming, it will disappear. I'll have to see if you can pick up the bat after transforming.
That'll be pretty difficult. See, when the above characters transform, they don't use the animcmd file that usually loads their moveset; they load completely separate characters instead. Because of this I was able to just copy the final smash code from Final and type them into AppealHiL and AppealHiR.
However, for other characters, they don't load a new character; they are still within the boundaries of their own character. That means in order to have other characters have instant final smashes, I'll need to find a way to port over animations as well, since animations are tied to the action, not the code in the action. Also, if I did have up-taunt final smashes for characters like Yoshi, Pikachu, Charizard, and Sonic, there'd be no way for them to properly transform back because the timer that is usually on these final smashes will not be existent, making them permanent, which I don't want.
tl;dr no because final smashes that don't load a separate character file won't work properly under the proper function.
 

xirtamehtsitahw

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Crud. Do you think you could help me figure out how to do it myself? I wouldn't mind having permanent transformations for those four. Besides--I don't ever play online, and stomping the AI in Smash Run would be so awesome as Super Dragon Yoshi, Volt Tackle Pikachu, Mega Charizard X and Super Sonic.
 
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wuboy

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Crud. Do you think you could help me figure out how to do it myself? I wouldn't mind having permanent transformations for those four. Besides--I don't ever play online, and stomping the AI in Smash Run would be so awesome as Super Dragon Yoshi, Volt Tackle Pikachu, Mega Charizard X and Super Sonic.
I don't know how to do it, sorry.
 

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