I AM NO LONGER MANAGING THIS COMMUNITY MOD; Check out @wuboy 's continuation of the mod here: http://gbatemp.net/threads/continuing-smash-bros-turbod.427636/ My Old Thread, Since I felt too bad to actually go and delete it Just as a side project, I have decided to gather together a bunch of mods I've created (or found) and put them together on a Github Page for everybody to enjoy! The theme for this mod collection? TURBO FIGHTERS! Basically, these mods are taking random characters and making all of their moves TURBO FAST, along with a couple other random tweaks to just make everybody so freakin' overpowered, therefore balancing everybody with one another! Except the CPUs. They'll probably be better than you with this mod. GITHUB/DOWNLOAD LINK + INSTRUCTIONS: https://github.com/Mattshark/Sm4sh-TURBO-D If you have any fighter's you've TURBO'D, post them down below, and I'll try to test and add them to the collection as soon as possible! READ THE GUIDELINES FIRST THOUGH: GUIDELINES As a note, you are allowed to edit fighter movesets in little ways to make them more fun (IE Combining Luigi's Down special with his Second Custom so he Flies extra high and still deals damage, or making Pac-Man's Hydrant Meteor smash other fighters)! The only rules regarding this? 1) No upping the percentage/knockback of any attack excessively, and 2) Nothing Overpowered! (IE grabbing anybody from anywhere on the stage, Jigglypuff's Rest KOs the entire screen, etc.) 3) See the Spoiler Below (The First Guide Ever) and the spoiler within that to find some rules regarding Allow_Interrupt... If you want to know how to create these mods, see the Spoiler below: The First Guide I Ever Made! Whoo! To begin, you're going to have to obtain the files from your latest Smash Bros. Update; See this tutorial I found to obtain these files. You're also going to need the BETA VERSION of Sm4shCommand from @Sammi Husky, Here. Also make sure you make a backup of the files you obtain, in case you accidentally corrupt your fighter or mess it up in another way. Now, let's get started! Step 8 from the first guide I linked (Or just click here if you haven't looked at it yet) tells you to open the fighter. Do it. However, it also tells you to "parse animations". The beta works a little differently than this guide, so instead, travel to data/motion/fighter, then just highlight (click once, don't open) the character you want to edit, and click OK. Next, to see if you did it right, open the the little plus in the top right corner to find a large list of moves your fighter has. Ignore the areas with the random Letters and Numbers. Double-Click the move you would like to TURBO-IFY™ to open the move's code. The names of the move are pretty self explanatory (AttackAirF = attacking in the air Forward, etc.), but some aren't as straight-forward... (difference between AttackS3 and AttackS4? WAT? (S4 is the smash attack and S3 is just a side tilt, just so you know )) Anyways, once in the move you want to speed up, go to the top of the code and add this line above the rest of the code: Code: Set_Frame_Duration(0.7) What this will do is make the animation of the attack play 7/10 as fast as it normally would. HOWEVER, don't get carried away setting it to 0.001, because I know you want to! This will make the move happen so fast that the move probably won't even touch the other fighters. 0.7 or 0.6 is about right in my experience, only using 0.4 or so on rare occasions. But there is one more thing you can do to make it feel even faster without being too overpowered: Code: Allow_Interrupt() Basically, as soon as this is inserted, the player can use any attack they want right at this point. This means you can spam the same move, or jump in the middle of a punch, or whatever. However, once again, don't get carried away throwing it right at the beginning of every attack! The problem with doing this: Even simple actions, like walking, will cancel the attack immediately. Here are some helpful Allow_Interrupt Guidelines: ------------------------------------------- 1) NEVER put this at the very beginning of the move; most of the time, the attack will even cancel itself before it even starts! 2) NEVER put it before any "Hitbox(blahblahblah)" commands in your attack! you'll cancel it before your attack even hits anyone! 3) In some moves, like Luigi's Side B, simply won't Interrupt. If you put Allow_Interrupt into a move and nothing changes, keep in mind some moves just simply won't work. ---------------------------------------------------------------- To keep it simple, just type Allow_interrupt right after the last "Remove_All_Hitboxes()" in your code, even if its at the very end. Every move generally lasts a few frames longer than the code says it will, after all. Combine this and the Set_Frame_Duration from before, and your move will still have the turbo feel it deserves! Once you finish editing all of the moves you need to, close all of the tabs (the little X's in the circles, not the close button) before you save your edited fighter. To test your changes, check the "Installation instructions" link near the top of this page and follow the instructions on the github site. Finish that, and you're pretty much done! *phew* Let's get all 58 Fighters in here! Fighters So Far (In Order!) Ganondorf (Mattshark) Ryu (Mattshark) Jigglypuff (GudPiggeh) Mario (GudPiggeh) Pac-Man (GudPiggeh) Link (GudPiggeh) Ness (Mattshark) Cloud (justinbug2) Captain Falcon (GudPiggeh) Duck Hunt (justinbug2) Game & Watch (justinbug2) Corrin (justinbug2) Villager (justinbug2) Sonic (justinbug2) LittleMac (justinbug2) Zelda (Awesomeness) King Dedede (WarioTails358) Wii Fit Trainer (justinbug2) Fox (justinbug2) Roy (justinbug2) Bowser (justinbug2) R.O.B. (justinbug2) Lucas (GoldenEpic) Falco (justinbug2) Lucario (justinbug2) Ike (justinbug2) Samus (justinbug2) Robin (GudPiggeh) Dr. Mario (justinbug2) Kirby (justinbug2) Wario (justinbug2) Pikachu (justinbug2) Yoshi (justinbug2) Only 25 left!