Homebrew looking for Smash wii64 save file

able walmsley

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Hey guys, I have been looking for a smash bro n64 fully complete save file, i have found a couple, but they were for other emulators and did not work for wii64. I'm pretty sure it is a .sra file and it would be great if you could send one to me, and or send me a link to a page that has one, thanks in advance!!!
 

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  • Xdqwerty @ Xdqwerty:
    how different was it?
  • LeoTCK @ LeoTCK:
    originally it was meant to have actual metroids and space pirates in it but they changed it over the course of developemtn, it got delayed due to them waiting for the network capabilities to be there fully to take advantage of the full network service etc which launched later
  • LeoTCK @ LeoTCK:
    the demo has actual metroids in it too
  • LeoTCK @ LeoTCK:
    it only has basically multiplayer stages/trials, the demo but still it wasn't too bad
  • Xdqwerty @ Xdqwerty:
    you already said it had metroids
  • LeoTCK @ LeoTCK:
    but yea...I still enjoyed the final game... no i mean the demo might not have had them given it was demo but it did
  • LeoTCK @ LeoTCK:
    there were still some metroid like enemies in the final, like those leeches or what they were
  • LeoTCK @ LeoTCK:
    either way the story got changed a bit but still, you can progress in singleplayer in not strictly a linear way at some point you can pick a planet to go to first after the initial stuff...and it can be challenging...theres also a bad ending and a good ending with the second final boss fight
  • LeoTCK @ LeoTCK:
    i like that its more action based and yet allows you more freedom than some of the later metroid games
  • LeoTCK @ LeoTCK:
    I think overall my personal favorites are the original gameboy metroid 2 and metroid hunters, thouh i havent played hunters for about a decade
  • LeoTCK @ LeoTCK:
    but still, what i played was great
  • Xdqwerty @ Xdqwerty:
    I also played other ds fps games like the call of duty ds games and goldeneye rogue agent
  • LeoTCK @ LeoTCK:
    and im also convinced that it uses a heavily modified unreal engine that got changed...you see there was a cancelled nintendo 64 DD port of Unreal (due to N64DD not coming out) that was based on an alpha/beta version of Unreal but re-written almost completely
  • LeoTCK @ LeoTCK:
    if you change the display mode it has some of the same graphical glitches like Unreal 0.83 had for example and I saw editor screenshots from one of the level designers
  • LeoTCK @ LeoTCK:
    it looked to me like a heavily changed unreal editor
  • LeoTCK @ LeoTCK:
    also it had some models for "mover" this and that and that is something Unreal uses for terminology
  • LeoTCK @ LeoTCK:
    I talked to this developer and when I revealed that, he stopped talking
  • Xdqwerty @ Xdqwerty:
    mhm
  • LeoTCK @ LeoTCK:
    probably because the engine got obtained via not a direct route and I suppose they didn't have a direct deal with epic and it was significatnly changed anyways
  • LeoTCK @ LeoTCK:
    but I saw what I saw lol. it seems to be still based on it just like proper metroid prime seems to be based on unreal warfare to some degree, the physics of the water are almost identical and other things
  • LeoTCK @ LeoTCK:
    even if it became an "additive world" that actually was the default state of things in unreal until they changed it, and its still possible to hack it in any version of the game to not use subtractive model
  • Xdqwerty @ Xdqwerty:
    additive world?
  • LeoTCK @ LeoTCK:
    so yea i believe the routes point to the cancelled n64dd port of Unreal and whatever deal was left out of that, it was developed by the lemmings guy, DMA, well more like the branch that also developed hired guns(the cancelled ue remake), they got renamed to devils thumb iirc?
  • LeoTCK @ LeoTCK:
    yea...as in the world is additive..its all void and you have to place something in it to start..where subtractive world is filled with mass, with one giant "cube" that is a mass and you have to cut something out of it
  • LeoTCK @ LeoTCK:
    that's how making levels for unreal work typically...but until version 0.84 it was additive by default
    LeoTCK @ LeoTCK: that's how making levels for unreal work typically...but until version 0.84 it was additive by...