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Super Smash Bros. Brawl Hacking => Programming => Topic started by: PhantomWings on December 31, 2013, 10:18:47 PM



Title: The Brawl Expansion Project
Post by: PhantomWings on December 31, 2013, 10:18:47 PM
Warning: may contain ham


Ladies, Gentlemen, Hackers, Modders,



Allow me to present to you the product of years of research.


A product wrought from necessity! and desire!.


A product born not just from my own work but of other hackers who have stood! and fought! alongside myself.


Behold!

The Legendary Code!

The Ars Magnum!!

The Devine! Ins-piration!!!!!

The One! Mod! To Rule! Them All!!!!!!!



THE!!!!!

CLONE!!!!!!!!!!!!!!

EEEENNNNNGGGGGGGIIIIIIINNNNNNE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



. . .

To much?

Yeah, I thought so.


Hyperbole and theatrics aside, how about one more mod to close off the year?



The BrawlEx Expansion project is a mod that allows up to a maximum of 100 characters in the roster. Moreover, it allows you to customize everything about a particular character slot simply using a set of configuration files in the SD card.

By default, BrawlEx doesn't actually change anything functional about the game. The original roster remains unchanged with their data in the exact order it is without the mod. However, BrawlEx both relocates and extends that data to make a total of 100 fighter slots, cosmetic slots, and CSS slots.

For players who are only interested in using custom characters and don't want to deal with configuring individual characters, skip to the downloads section to download Nebulon's pre-made BrawlEx package. Additional packs can be downloaded from the Packs section in the Brawl Vault


ExCharacter Slots

ExCharacter Slots are a feature of BrawlEx that provides are a convenient way of adding new characters into the game. They range from character id 0x3F up to 0x63. These slots can be added to the Character Select Screen roster using either the BrawlEx CSS Expansion or the Custom CSS v3 code created by Spunit. By default, the ExSlots are empty meaning that if you try to load them from the CSS the game will crash. However, These slots may be easily configured by using BrawlEx' config loader.



Config File Specification
BrawlEx supports 4 types of config files for customizing character slots. Each config file is numbered according to which slot is modified. If a config file is not found, the slot will not be modified. Paths shown in the following sections are example files for ExSlot 3F.


Fighter Config Files
(FCFG, or FITC)
Fighter Config files are the core of the character and determine which resources get loaded for the character as well as control various parameters for how the character behaves. FCFG files can be created and edited using the BrawlEx Config Utility.

Example Path:
SD:/private/wii/app/RSBE/pf/BrawlEx/FighterConfig/Fighter3F.dat

File Format:
Quote
Fighter Config
0x00 Tag ("FITC" or "FCFG")
0x04 File Size (0x100)
0x08 Version (2)
0x0C Edit Flags

0x10 Entry .Pac Color Flag
0x11 Result .Pac Color Flag
0x12 KirbyCopy .Pac Color Flag
0x13 Character Load Flags
0x14 **Final .Pac Color Flag
0x16 Color .Pac Flags
0x18 Entry Article Flag
0x1C Sound Bank
0x20 Kirby Sound Bank
0x30 .Pac Resource String (0x30 chars)
0x60 KirbyCopy .Pac Resource String (0x30 chars)
0x90 Module Resource String (0x20 chars)
0xB0 Internal Name (0x10 chars)
0xC0 IC-Constants
0xF8 Texture Load Function (0, 1, 2, 3, 4, or 5)
0xFC AI Controller (fighter Id)

Edit Flags: None

** Version 2 Only.


OpenSA documentation on Fighter Data (http://anonym.to/?http://opensa.dantarion.com/wiki/Instance_Slots)


Slot Config Files
(SLTC)
Slot Config files are a small auxiliary configuration file that may be used to place more than one fighter in a single character slot (e.g. Zelda/Sheik or PokemonTrainer). They also are connected to which victory fanfare plays for the character as well as which game record the character's play data is stored into.


Example Path:
SD:/private/wii/app/RSBE/pf/BrawlEx/SlotConfig/Slot3F.dat

File Format:
Quote

Slot Config0x00 Tag ("SLTC")
0x04 File Size (0x40)
0x08 Version (2)
0x0C Edit Flags

0x10 *Slot Characters (0x10 bytes)
0x20 Victory Fanfare
0x24 Record ID (0x1 byte)

0x28 **Victory AnnouncerCall
0x30 **Victory Camera Distances (0x10 bytes)

Edit Flags:
0x01: Set Slot Characters

* Not set unless specified in Edit Flags.
** Version 2 Only.


OpenSA documentation on Character Slots (http://anonym.to/?http://opensa.dantarion.com/wiki/Character_Slots)


CSSSlot Config Files
(CSSC)
These files control some of the data for the icons that are shown in the Character Select Screen. In particular they control the Wii Remote sound effect played when selecting the character as well as which colors can be chosen for that character on the character select screen.

Example Path:
SD:/private/wii/app/RSBE/pf/BrawlEx/CSSSlotConfig/CSSSlot3F.dat

File Format:
Quote
CSS Slot Config
0x00 Tag ("CSSC")
0x04 File Size (0x40)
0x08 Version (2)
0x0C Edit Flags

0x10 *Primary Character (Slot)
0x11 *Secondary Character (Slot)
0x12 Record Slot
0x13 *Cosmetic Slot
0x14 Wiimote SFX
0x18 Blank
0x1C Status
0x20 Slot Colors (0x20 bytes)

Edit Flags:
0x01: Set Primary Character, Secondary Character
0x02: Set Cosmetic Slot

* Not set unless specified in Edit Flags.



OpenSA documentation on CSSSlot data (http://anonym.to/?http://opensa.dantarion.com/wiki/CSS_Slots)


Cosmetic Config Files
(COSC)
CosmeticConfig files control the data associated with displaying portrait data for the character as well as their franchise icon and announcer call. They also control the text-based name shown for the character on the victory screen.

Example Path:
SD:/private/wii/app/RSBE/pf/BrawlEx/CosmeticConfig/Cosmetic3F.dat

File Format:
Quote
Cosmetic Config0x00 Tag ("COSC")
0x04 File Size (0x40)
0x08 Version (2)
0x0C Edit Flags

0x10 Cosmetic ID
0x11 Unknown
0x12 *Primary Character (Slot)
0x13 *Secondary Character (Slot)
0x14 Franchise
0x15 Unknown3
0x16 Unknown4
0x17 Unknown5
0x18 Announcer SFX
0x1C Unknown6
0x1D Unknown7
0x1E Unknown8
0x1F Unknown9
0x20 Victory Name (0x20 chars)

Edit Flags:
0x01 Set Primary Character, Secondary Character

* Not set unless specified in Edit Flags.


OpenSA documentation on Cosmetic Slots (http://anonym.to/?http://opensa.dantarion.com/wiki/Cosmetic_Slots)



Adding Characters Into Brawl

To add characters into the game, you will need at the very least one FighterConfig file. FighterConfig files can be created and edited using the BrawlEx Config Utility. This example will guide you through how to make a clone character of Marth. Because Marth (id 11) will be our base character, go into the Config Templates directory of the BrawlEx package and open Fighter11.dat in the FighterConfig folder. The only thing we want to change in the file is the name which we will be changing to MarthEx.

Once you have changed the name to MarthEx, save the file as Fighter3F.dat and add it into your SD card as directed in the FighterConfig section of this post. The file output shown at the bottom of the Config Utility will show you what files you need for your character as well as where to put them inside your patching directory. Once you have acquired either the original or modified Marth files and named them as directed, your copy of Marth is ready to be used.

Additionally, we will also need Slot, CSSSlot, and Cosmetic config files for our copy of Marth. As we are just copying marth, we do not need to edit these files (right now, we can only modify them with a hex editor anyways). We will be using Slot13.dat, CSSSlot11.dat, and Cosmetic10.dat from the template directory renamed to Slot3F.dat, CSSSlot3F.dat, and Cosmetic3F.dat for our Marth clone.



ExModules

ExModules are one of the resources required for adding characters into Brawl. Before being used, a character's ExModule must be configured for the slot it is going to be used in. To do this, open the module using the Module Editor 3.3 and open up Section[8] in the memory viewer. Edit the first value in the section with the id of the ExSlot that the character will be using.

It is also necessary to change the id of the module itself to avoid module reference conflicts. Each module used in the game at any time must be unique or the game will crash. Brawl already contains many modules, but module ids 0x8F and up are free for use. The module id can be changed by clicking on the root of the module tree and changing the id in the property window of the Module Editor.


Customizing the Character Select Screen

Once you have configured your character slots you will need to add them to the Character Select Screen. The BrawlEx CSS Expansion mod not only extends the maximum number of characters allowed in the roster up to 100, but it also provides a means for customizing the CSS roster. Adding a character to the roster is as simple as opening up CSSRoster.dat (provided in the BrawlEx CSS Expansion package) using the BrawlEx Config Utility and adding the CSS id of your new character to end of both lists.


Spunit262's Custom CSS Code

Before the BrawlEx CSS Expansion mod was developed, the most common way to add characters to the roster was to use the Custom CSS code. The Custom CSS code allows full customization of the Character Select Screen, but for the sake of simplicity, this example will use a prebuilt version of the code that contains the default Character Select Screen roster.

Quote

Custom CSS V3 [spunit262] (Default CSS)
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000024 <----CSS Icon Count
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 00000000




In order to add an id to the Character Select Screen - for this example 3F- replace the value of 29 at the end of the code with 3F and replace the next 00 byte to the right with 29 again. If you run out of zeroes on a line, simply add a new line and pad it with zeroes. Additionally, for every id you add, you will need to increase the CSS Icon Count value by 1.

Below is the empty form of the Custom CSS code for people interested in creating their own Character Select Screen.

Quote


Custom CSS V3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 000000YY <---- CSS Icon Count
ZZZZZZZZ ZZZZZZZZ <---- Icon data

Character Ids:
ZZ
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Zero Suit Samus
05 Yoshi
06 Kirby
07 Fox
08 Pikachu
09 Luigi
0A Captain Falcon
0B Ness
0C Bowser
0D Peach
0E Zelda
0F Sheik
10 Ice Climbers
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganondorf
15 Wario
16 Metaknight
17 Pit
18 Pikmin & Olimar
19 Lucas
1A Diddy Kong
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Venasaur
1F Dedede
20 Lucario
21 Ike
22 Robot
23 Jigglypuff
24 Toon Link
25 Wolf
26 Snake
27 Sonic
28 None
29 Random

3F+ ExCharacters




. . .here is a full explanation of spunit's CSS code
[url]http://smashboards.com/threads/competitive-brawl-code-agenda.204677/page-81#post-6360644[/url] ([url]http://smashboards.com/threads/competitive-brawl-code-agenda.204677/page-81#post-6360644[/url])



Video Tutorials

Video tutorials by Sammi Husky
Channel (http://www.youtube.com/playlist?list=PL51H6MSHJ1l5gS5tZIHw_9LLbibLG72zq)

Regular Brawl:
BrawlEx Clone Engine [tutorial] (vBrawl) step-by-step (http://www.youtube.com/watch?v=UoWad-wuqFs#)

Brawl Minus:
BrawlEX Clone Engine [tutorial] Step-By-Step (http://www.youtube.com/watch?v=j2vAwKuATOk#)

Cosmetic Data:
BrawlEx Custom CSP's and CSS icons [tutorial] (http://www.youtube.com/watch?v=qEGSgNMWrPo)

BrawlEx BP's, RSP's, and Franchise Icons [tutorial] (http://www.youtube.com/watch?v=dJ79wRtdfOA)


A Note On Config Slot Alignment

There are 4 types of config files used by BrawlEx and likewise there are 4 types of configuration data used in the game. Any one character is capable of using any combination the ids associated with this data. In the example of Marth, his default configuration is Fighter11, Slot13, CSSlot11, and Cosmetic10. For the ExSlots – that is, slot ids 0x3F up to 0x63 – this data is aligned, so a character in slot 0x3F will use 0x3F for all of their configuration ids.

This chart details the associations between config ids and characters.

Fighter Data Chart (https://www.dropbox.com/s/djmqofkkhjv7mf7/Fighter%20Chart.png?m=)



Troubleshooting

Note: Ensure you have your mod launcher's hook method set to AxNextFrame. This fixes many of the issues new users are known to have.

New CSS Icons show up as Random and crash when highlighting them:
If an icon is shown as Random and is not intended as the regular random icon, then the icon has not been mapped by BrawlEx. This could mean that BrawlEx is not running. Ensure that both the Module/bx_fighter.rel and System/Common2.pac files included in the BrawlEx package are in your patching directory.

Icons periodically switch between proper icons and crashing Random icons between startups.
If you are using GeckoOS or USBLoader GX and BrawlEx periodically fails to start, go into ensure that you have your launcher's hook method to AXNextFrame.

New CSS Icons show up as Mario and crash when starting a match with them selected:
If an icon shows up as Mario when it is not intended to, then the character slot has not been configured. This could mean that the wrong id has been assigned to the CSS Icon or the BrawlEx config files have been improperly named. Non-configured ExSlots will try to load resources of the pattern Fighter<id>Ex.pac by default. As those files do not exist in the game, they are intended to crash if used.

New CSS Icons show up properly, but immediately crash when selected:
If an icon crashes immediately when selecting it, then the module used for that character is corrupt. Redownload the module and try again.

New CSS Icons show as Mario, but properly load the desired character when used in a match:
In general, cosmetic data for ExSlots default to Mario for compatibility purposes. An icon showing up as Mario means that the cosmetic data for that css slot is not configured.

New CSS Icons show up properly, but cause a soft crash both when attempting to enter a match or leave the CSS screen after selecting them:
If the game experiences a soft crash (the game endlessly loads, and can still access the Home Menu) both when you try to enter a match or leave the CSS, then either the Fighter Configuration for the slot is missing or one of the resources for the character is missing from you patch directory. Open the Fighter config file in the BrawlEx Config utility and make sure you have all the files shown in the bottom list inside your patching directory.

New CSS Icons show up properly, but crash only when attempting to enter a match.
If the game crashes only when you try to enter a match, then it is likely you are trying to use a v1.0 ExModule with BrawlEx v1.1.0.0 or a v1.1 ExModule with BrawlEx v1.0.0.0. Try redownloading the BrawlEx package and using the latest modules.

CSS Icons show up properly, but crash when highlighting them.
If simply highlighting a CSS icon causes the game to crash, then either you have an outdated version of BX CSS Expansion's Common3.pac, or that character is missing their character portraits that they are required to show when you highlight them.

If you have an issue that you think may be caused by BrawlEx, please post a copy of your .wgc code file as well as the configuration files that you are using so that I may identify the source of the issue and/or determine if the issue is with BrawlEx or the setup being used.



Downloads


BX Clone Engine v2.0.0.0 Stable (https://www.dropbox.com/s/rqesn2bredpszpf/BrawlEx%20Clone%20Engine%20v2.0.0.0.zip?dl=0)
Extends the limit on the brawl character roster up to 128 characters and allows character slots to be customized using slot configuration files. This mod allows the creation of clone characters.

BX CSS Expansion v1.0.2.0 Stable (https://www.dropbox.com/s/cveq4ptujieovwd/BrawlEx%20CSS%20Expansion%20v1.0.2.0.zip)
Extends the limit on the Character Select Screen to 100 character icons. It also allows the character select screen roster to be modified using an external config file.

Nebulon's BrawlEx Pack (http://forums.kc-mm.com/index.php?topic=71453.msg1306822#msg1306822)
Project Thread (http://forums.kc-mm.com/index.php?topic=71453.msg1306822#msg1306822)
The most complete BrawlEx package available by Nebulon featuring 44 extra characters properly configured for sound effects and graphics for a total of 85 playable characters.

BrawlEx Config Utility v1.3a (https://www.dropbox.com/s/r5h1a0d6r5ilw1y/BrawlExConfigUtility%20v1.3a.zip?dl=0)
A tool for editing BrawlEx Config files. Currently, it only supports Fighter Config and Roster Config files.

Module Editor 3.3 (https://www.dropbox.com/s/fh3spn0wnhm4sjd/Module%20Editor%203.3.zip)
A tool for modifying module data. Necessary for configuring ExModules.

BrawlEx Clone Tool (https://mega.co.nz/#!uMRRHawT!ezsFscJM85sNYOIZDIM0ma6W8IQf9fQUYelEVp3FGkQ)
Not compatible with the latest version of BrawlEx
A tool developed by Sammi Husky (http://forums.kc-mm.com/index.php?action=profile;u=24730) to manage the creation of clone characters. The latest version of the program can be found in his signature.

Fighter Data Chart (https://www.dropbox.com/s/djmqofkkhjv7mf7/Fighter%20Chart.png?m=)
A chart detailing the ordering of each character's configuration data type and the ids they are associated with.

Alloy Cosmetics (http://www.mediafire.com/download/sno7ju9tao5omty/Alloy_Cosmetics.zip)
Even though the Alloys have Character Select Screen Ids, they cannot be added to the CSS without first adding their missing portraits and icons into the game. This package contains all the Alloy cosmetics required to make them usable.

Bowser/GigaBowser Resources (https://www.dropbox.com/s/h2xq5pnm3ywzsg3/Bowser-GBowser%20Resources.zip?dl=0)
Merged resource files necessary for cloning Bowser and Gigabowser together or Gigabowser alone.

Additional BrawlEx Versions

BX Clone Engine v1.1.3.1 (https://www.dropbox.com/s/2atxus7dujhitzo/BrawlEx%20v1.1.3.1.zip)
The BrawlEx clone engine configured for loading config files from the DVD instead of the SD card. Mainly developed to be used with Riivolution. Currently discontinued and out of date.

BX CSS Expansion v1.0.2.2 (https://www.dropbox.com/s/l3gc1934m4s6t5c/BrawlEx%20CSS%20Expansion%20v1.0.2.2.zip?dl=0)
The current stable version of the BX CSS Expansion configured to use the regular merged behavior for Zelda and Sheik's icons instead of the adjusted behavior where they are separate.

BX CSS Expansion v2.0.0.x (https://www.dropbox.com/s/c3fh9g5ey7ps6qy/BrawlEx%20CSS%20Expansion%20v2.0.0.x%20Unstable.zip)
Unstable Build
A new release of the BrawlEx Roster Expansion. It adds the ability to load character selection portraits from the SD card. Suffers from poor load times when loading character portraits.


Known Bugs

BX Clone Engine

-Game startup time is increased by approximately 10 seconds.

-Switching the game language to Japanese no longer replaces names for certain characters at the victory screen. (e.g. Bowser -> Koopa)

-A bug in the original File Patch Code v3.5.1 may cause issues when replacing Common2.pac. It is recommended that you use the File Patch Code v3.5.1b listed in Readme.txt if you are using v3.5.1.

BX CSS Roster Expansion

-Using the BX CSS Roster Expansion will prevent Final Smash music for Luigi, Peach, and Dedede from playing.

-The ordering of the characters in the Subspace Emissary character select page is slightly broken.

-Attempting to enter co-op mode at the character select screen for Classic, All-Star or any Stadium modes will cause the game to crash.


Version History


BX Clone Engine
(Major.Minor.Revision.Configuration)

v2.0.0.0
(Download) (https://www.dropbox.com/s/rqesn2bredpszpf/BrawlEx%20Clone%20Engine%20v2.0.0.0.zip?dl=0)

- Fixed compatibility error making v1 Fighter config unable to set the Final Smash Resource flag.

- Fixed issue causing transforming clone characters to keep their old battle portrait after transforming.

- Added ExModules for Rob, Toon Link, Dedede, Diddy Kong, Ness, Bowser, Giga Bowser, Samus, and Zerosuit Samus.


- Increased number of available Fighter, Slot, CSSSlot, and Cosmetic entries up to 128.

- Added support for setting Victory Camera Distances and Victory Announcer Calls from the Slot config file.

- Added support for enabling per-color final smash resource files from the Fighter config file.

- Completing Classic or AllStar for characters with Slot Id 2C and up will simply return the player to the CSS instead of crashing.

- Fixed bug that caused Slot 58 to crash unless its slot entries had been overwritten using an elevated Slot config file.

- ExCharacters created in training mode will now be properly shown with differing colors.

- Added safety check to ensure that a fighter's record data cannot be set to an invalid record bank using a corrupt Slot config file.

- Reorganized the internal code layout of bx_fighter.rel.

- Updated common2.pac's sora_melee hook.

- Removed ft_kirby copy fix.rel from the ExModules directory to avoid confusion.

v1.2.0.0
(Download) (https://www.dropbox.com/s/mvk6z0gsa3go37j/BrawlEx%20Clone%20Engine%20v1.2.0.0.zip?dl=0)

- Fixed crash caused by entering Homerun Contest.

- Added ExModules for Metaknight, Jigglypuff, and Ganondorf.

v1.1.5.0

- Fixed crash caused by entering an Event Match requiring you to choose a character.

- Added CSS config files for using independent forms of Charizard, Squirtle, and Ivysaur on the CSS to the CSS config templates.

v1.1.4.0
v1.1.4.1

- DVD loader configuration (x.x.x.1) discontinued until a better hook method is found.

- Fixed a gamebreaking bug involving team battle character portraits.

v1.1.3.0
v1.1.3.1

- Fixed a gamebreaking bug in kirby resource file references for Luigi and Yoshi both in bx_fighter.rel and in their template config files.

v1.1.2.1

- Initial release for DVD config loader configuration.

- BrawlEx Config files load from DVD:/BrawlEx/...


v1.1.2.0

- Fixed a small non-fatal assembly bug in the Marth v1.1 ExModule.

v1.1.1.0

- Removed Test Files directory from BrawlEx package to reduce download size.

- Fixed name reference bug that was causing ExCharacters to crash Pictochat.

- Fixed bug in the Pikachu v1.1 ExModule making it unusable.

- Changed the default cosmetic reference in CSSSlot29 (Random) to Cosmetic2A.

v1.1.0.0

- Fixed game breaking bug that caused various articles to crash the game once a character's ExModule was loaded.

- Updated ExModules to v1.1

- Updated the names of Config Templates with the name of the originating character.

v1.0.0.0

- Initial Release


BX CSS Expansion
(Major.Minor.Revision.Configuration)

v2.0.0.x
Unstable Build

- char_bust_tex_lz77 portrait files in sc_selcharacter.pac will attempt to load them from the SD card before trying to load regularly from the .pac file. (See note in Readme on file paths)

v1.0.2.0

- Fixed bug that caused the Classic Mode Character Select Screen stock option bar to vanish.

v1.0.1.0

- Fixed crash that resulted from hovering over icons that would normally be marked with a "new" tag.

v1.0.0.0

- Initial Release


Special Thanks

Special thanks to Dantarion and his help with the project as well as the documentation resources he posted on the OpenSA website. Brawl hacking wouldn't be anywhere near where it is now without your work on OpenSA, the Brawl Documentation project, and Project M.

I would also like to thank the rest of the Brawl modding community for keeping Brawl going for these past 6 years. I look forward to seeing what everyone is capable of in the following year


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on December 31, 2013, 10:22:32 PM
That's it. Instant download.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on December 31, 2013, 10:24:44 PM
i need a new pair of pants


Title: Re: The BrawlEx Clone Engine
Post by: Leon Exodio on December 31, 2013, 10:31:12 PM
i need a new pair of pants
^this


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on December 31, 2013, 10:37:16 PM
Hopefully this works with Riivo. I can't use SD cards. D:


Title: Re: The BrawlEx Clone Engine
Post by: Kienamaru on December 31, 2013, 10:40:38 PM
Hmm. I don't think I'll understand all this but I'm subscribing to the thread to ask questions. How do the SFX work?


Title: Re: The BrawlEx Clone Engine
Post by: Chaos_Knight on December 31, 2013, 10:41:45 PM
100 characters?

WAT!?


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on December 31, 2013, 10:45:08 PM
i need a new pair of pants

After making a post like that, my pants got up and walked away.

Hopefully this works with Riivo. I can't use SD cards. D:

Unfortunately I can confirm that it will not work without an SD card - the current version of BrawlEx only searches the SD card for the config files. That's something that will have to wait until next version.

I'll admit that it's a bit of a oversight on my part, but I'd forgotten about the SD card restriction on Riivolution...

Hmm. I don't think I'll understand all this but I'm subscribing to the thread to ask questions. How do the SFX work?

Sound banks for the character and the KirbyCopy can be selected using the Config Utility. For modifying the actual sound banks, you'll need to use BrawlBox.

100 characters?

WAT!?

It seemed like a nice number to me. :)

While there is a limitation in that the CSS only allows 50 icons, there are codes that can let you work around that.


Title: Re: The BrawlEx Clone Engine
Post by: Kienamaru on December 31, 2013, 10:47:06 PM
Oh PW I meant like.. how PM uses Roy with his own voice. How do we do THAT?


Title: Re: The BrawlEx Clone Engine
Post by: Chaos_Knight on December 31, 2013, 10:47:20 PM
So what happens with Kirby's Copy Ability?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on December 31, 2013, 10:48:46 PM
Okay, quick noob question:

How do I start the app? D: I double click on it and nothing happens on my laptop.

And no USB support, eh? Oh, well. D:


Title: Re: The BrawlEx Clone Engine
Post by: Batman on December 31, 2013, 10:48:54 PM
I wish I can kiss you you magnificent beast!...


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on December 31, 2013, 10:49:03 PM
2014.

BEST YEAR EVER.

AT DAY ONE.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on December 31, 2013, 10:51:11 PM
Impressive.

I will soon return to reexamining articles so we can do more with PSAs.......


Title: Re: The BrawlEx Clone Engine
Post by: Spex130 on December 31, 2013, 10:52:14 PM
Dear crap, PW. My heart exploded in its chasm. My hype quite literally hit max, and all I did was writhe around in my chair for five minutes.

This is VERY exciting! Wonderful work from you, once again.

I can't wait to see the 139-count pokemon fighting version.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on December 31, 2013, 10:53:50 PM
2014.

BEST YEAR EVER.

AT DAY ONE.
Thissss



And yeah. Program won't start for me either. This isn't like blackjax's joke right?


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on December 31, 2013, 10:54:41 PM
Oh PW I meant like.. how PM uses Roy with his own voice. How do we do THAT?

You'll have to ask the PMBR for more details, but from what I understand, they filled Rayquaza's soundbank with Roy's voices and used it in his fighter configuration.

So what happens with Kirby's Copy Ability?

Kirby treats the ExCharacters like Alloys, so his copy won't crash or give him an ability.


. . .

"while you were typing 3 new replies have been posted."

Geez guys.

Okay, quick noob question:

How do I start the app? D: I double click on it and nothing happens on my laptop.

And no USB support, eh? Oh, well. D:

There shouldn't be any startup requirements on the application. All I can say is that it requires the latest Visual Studio Framework to run.

BrawlEx also works fine on USB - it just requires an SD card to load up the config files.

. . .

2 replies later...

Impressive.

I will soon return to reexamining articles so we can do more with PSAs.......

Glad to hear it. I'll be here to help out.

Thissss

And yeah. Program won't start for me either. This isn't like blackjax's joke right?

Alright, I'll take a quick look to see what's up.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on December 31, 2013, 10:56:33 PM
Heheheh, you should have expected that many replies, bud. ;)

And K. I'll try to jam the [censored]er in and load it via Riivo.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on December 31, 2013, 11:01:38 PM
Alright, I've confirmed the bug and know where it's located. Give me a sec and I'll have a working version up and running.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on December 31, 2013, 11:03:14 PM
As a PSA maker, I'm excited for this. I wonder if I can even use incomplete PSA files with this and test them independently from their base characters (ex. Roy or my K. Rool)


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on December 31, 2013, 11:06:51 PM
And done.

BrawlEx Config Utility v1.1


Title: Re: The BrawlEx Clone Engine
Post by: Chuy on December 31, 2013, 11:12:12 PM
2014.

BEST YEAR EVER.

AT DAY ONE.
This all the way  :srs:
Too bad i have no viable way of using this due to not having a functioning wii  :oshi:
Regardless you just filled many people's lives with happiness and joy Phantom so thanks i look forward to one day being able to use it


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on December 31, 2013, 11:14:05 PM
HOLY. MOTHER. OF [censored].


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on December 31, 2013, 11:16:07 PM
This all the way  :srs:
Too bad i have no viable way of using this due to not having a functioning wii  :oshi:
Regardless you just filled many people's lives with happiness and joy Phantom so thanks i look forward to one day being able to use it

It works for the Dolphin emulator if you'd like. :)


Also, I forgot something: The config files are only loaded from

SD:/private/wii/App/RSBE/pf/BrawlEx/...

Even if your primary patching directory is something else, it will still only search that location. I'll update the OP with that.

HOLY. MOTHER. OF [censored].

:D


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on December 31, 2013, 11:17:26 PM
"Not a vaild Win32 application."
:oshi:
Can this happen cuz I still use Windows XP?


Title: Re: The BrawlEx Clone Engine
Post by: Chuy on December 31, 2013, 11:20:00 PM
It works for the Dolphin emulator if you'd like. :)


Also, I forgot something: The config files are only loaded from

SD:/private/wii/RSBE/pf/BrawlEx/...

Even if your primary patching directory is something else, it will still only search that location. I'll update the OP with that.

Sadly all my computers died and i'm typing this from my mobile phone so i can't use it yet regardless XD
Yeah might want to update that info...


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on December 31, 2013, 11:25:14 PM
"Not a vaild Win32 application."
:oshi:
Can this happen cuz I still use Windows XP?

Not very important for the topic but...

Unless you have a very outdated machine, you should really try Seven. You won't regret it one bit.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on December 31, 2013, 11:41:51 PM
"Not a vaild Win32 application."
:oshi:
Can this happen cuz I still use Windows XP?

Yeah, that looks to be a bug with VS2012 not supporting XP anymore >_>.

I'll see if I can get you a build that works for XP.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on December 31, 2013, 11:50:07 PM
Hmm, I noticed I have the old clone engine. Should I get rid of it?.. I might take it out either way since the issue with saving it. But yeah, lol.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 12:05:31 AM
Alright, I've updated the config utility again to be compatible with WindowsXP. It requires the .net Framework 4.0 to run now though.

BrawlEx Config Utility v1.1a Download (https://www.dropbox.com/s/ee9gw1dqgwbctyr/BrawlExConfigUtility%20v1.1a.zip)

Hmm, I noticed I have the old clone engine. Should I get rid of it?.. I might take it out either way since the issue with saving it. But yeah, lol.

It goes without saying that anything related to modifying Cosmetic or internal Fighter data will likely be incompatible with BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on January 01, 2014, 12:08:09 AM
2014.

BEST YEAR EVER.

AT DAY ONE.
This


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 01, 2014, 12:09:47 AM


It goes without saying that anything related to modifying Cosmetic or internal Fighter data will likely be incompatible with BrawlEx.

Gotcha.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 12:19:21 AM
As a PSA maker, I'm excited for this. I wonder if I can even use incomplete PSA files with this and test them independently from their base characters (ex. Roy or my K. Rool)

One of the big advantages of this is that PSAs can now be released as completely standalone units. For example, if you want to release a Shadow moveset (because we always need more of those), you would normally have to release it as FitSonic.pac, FitSonicMotionEtc.pac, etc.. But with BrawlEx, you can release FitShadow.pac, FitShadowMotionEtc.pac and release the config files specifying that the slot that they are loaded into should load Shadow's files. This makes creating color sets for characters easier as well as you can specify which colors should be available in the config file.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 01, 2014, 12:27:34 AM
This has made my first day of 2014...

I can't wait to try this out later.

Though I have a question...

Could I make something like a Transforming Character with this?

Ex: I'm planning a Deoxys PSA in the future and I'd like it to utilize all 4 Forms. Would this allow me to do so?


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 12:39:31 AM
This has made my first day of 2014...

I can't wait to try this out later.

Though I have a question...

Could I make something like a Transforming Character with this?

Ex: I'm planning a Deoxys PSA in the future and I'd like it to utilize all 4 Forms. Would this allow me to do so?

The SlotConfig files can allow you to place up to 4 fighters in a single slot.

I also found an interesting thing about transforming characters who share the same module; for Samus, if you give Zerosuit Samus a different module name besides ft_samus.rel, the game will try to load that module for Zero Suit Samus and ft_samus.rel for Samus. This means that the fact that both characters are stored in the same module is irrelevant for loading transforming characters. It is likely that if you managed to separate ft_samus.rel into separate modules, the game would still function as if they were one as long as both character's ftClassInfo objects are loaded.

When it comes to creating your own transforming characters, I would think that the only thing necessary would be the custom PSA command that causes the character to transform into the other.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 01, 2014, 12:48:25 AM
The SlotConfig files can allow you to place up to 4 fighters in a single slot.

I also found an interesting thing about transforming characters who share the same module; for Samus, if you give Zerosuit Samus a different module name besides ft_samus.rel, the game will try to load that module for Zero Suit Samus and ft_samus.rel for Samus. This means that the fact that both characters are stored in the same module is irrelevant for loading transforming characters. It is likely that if you managed to separate ft_samus.rel into separate modules, the game would still function as if they were one as long as both character's ftClassInfo objects are loaded.

When it comes to creating your own transforming characters, I would think that the only thing necessary would be the custom PSA command that causes the character to transform into the other.
Alright. That is amazing.

 I'll look into it when testing. Though I might need help and pointers.

Also...

What about custom GFX? How does it prevent conflicts with a cloned character and the base character?

One more thing...

Sword Glow. Can that be done for a clone characater?


Title: Re: The BrawlEx Clone Engine
Post by: BlackJax96 on January 01, 2014, 12:51:07 AM
Warning: may contain ham

HOLY [censored] I LOVE HAM




...
Most would say "in all seriousness though, etc" now, but I'm actually dead serious about the ham.

So in other topics of interest, nice work as always PW. You never cease to amaze us.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 01, 2014, 01:24:20 AM
I think I did something wrong. I put everything in, and I got 9 random (CSS I believe it is?..) in the roster, and a double Rob. When I go over to them they freeze. However, I still got my regular characters, and they're all good. I'm not good at this bare with me... ;w;

Edit; I reset the game and now the random CCS's turned into Marios XD. At least I'm figuring this out one by one.. .__.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 01:59:49 AM

What about custom GFX? How does it prevent conflicts with a cloned character and the base character?

One more thing...

Sword Glow. Can that be done for a clone characater?

Both GFX and SFX conflicts still exist actually. Although this is more to do with the fact that neither file type is supposed to be used for more than one character simultaneously. The "proper" way to avoid this would be to create a moveset that uses a GFX and SFX ids specific to that character and update their GFX and SFX banks to include those ids. However, this is likely not the most optimal solution as there are a limited number of sound and graphics banks. It is likely that some other solution will have to be found in the future.

As for sword glows; I have done very little research into them. However, I do know a little bit from when I was porting ROB's Laser article over Mario. The Laser uses a sword glow to create the laser trail. When ported over to Mario, the laser was still able to use the glow trail even when ROB wasn't in the match and the actual the graphic wasn't loaded. This implies that access to sword glows is rooted somewhere in the character's module file. This is further supported by the fact that cloned characters such as Marth and Ike still have access to their sword glows.

HOLY [censored] I LOVE HAM




...
Most would say "in all seriousness though, etc" now, but I'm actually dead serious about the ham.

So in other topics of interest, nice work as always PW. You never cease to amaze us.


Ham is good, but it tastes best when making big announcements - otherwise people just look at you funny.  :af:

I think I did something wrong. I put everything in, and I got 9 random (CSS I believe it is?..) in the roster, and a double Rob. When I go over to them they freeze. However, I still got my regular characters, and they're all good. I'm not good at this bare with me... ;w;


You'll have to show me the code you're using as well as which files you have loaded up. Otherwise it's pretty hard for me to help you out.


Edit; I reset the game and now the random CCS's turned into Marios XD. At least I'm figuring this out one by one.. .__.


Well that's a fairly good sign. The Marios mean that at least BrawlEx is running properly. If you aren't already doing so, try renaming any one of the Cosmetic config files from the Cosmetic Config templates (not 00) to the same id of a character that you've added and loading it into the game. Once the icon changes, you'll know that the config files are being properly loaded for the character slots that you've added to the Character Select Screen.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 01, 2014, 02:14:42 AM



You'll have to show me the code you're using as well as which files you have loaded up. Otherwise it's pretty hard for me to help you out.

I believe I should I delete all my codes and start fresh. Just to know what's wrong. I will request the Sputnik CSS in the help section, if anything. I got the patch code prepared on my desktop as well.

Post Merge: January 01, 2014, 02:26:29 AM


Well that's a fairly good sign. The Marios mean that at least BrawlEx is running properly. If you aren't already doing so, try renaming any one of the Cosmetic config files from the Cosmetic Config templates (not 00) to the same id of a character that you've added and loading it into the game. Once the icon changes, you'll know that the config files are being properly loaded for the character slots that you've added to the Character Select Screen.

Character ID, or Module ID?


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 01, 2014, 02:27:38 AM
First was.. RSBE CODE
Then the FPC 3.5.3 (the extra folders one)
Then projectM 3.0 came out
and THEN,. the TRISTRIPPER on BrawlBox!
and this, the first miracle of the year, the CLONE ENGINE D:!!!!!
2013 was a great year for  Brawl hacking,. and this year , this year will be even
BETTER! D;!

Thanks Internet explorer for the RSBE CODE
Thanks MUGENWII for working on FPC 3.5.3, porting it to NTSC, and improving it!
thanks PMBR Team for PROJECT M 3.0, specially to DANTARION, for making the FIRST WORKING CLONE ENGINE!
thanks Blackjax for improve BRAWLBOX, and making THE TRISTRIPPER !!D:
thanks  PHANTOM WINGS for this AAAAAMAMAMAMAMAMAMAMAMAMAMMAAMAMAMAAAAAZIIIIIIIII NG PIECE OF WOOOOOOORK!
THE SUPAAAA, ALMOST UNLIMITED!, POWERFUL, WONDERFUL, EX CLONE ENGINEEEEEEEEEE!!

x3


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 02:29:23 AM
I believe I should I delete all my codes and start fresh. Just to know what's wrong. I will request the Sputnik CSS in the help section, if anything. I got the patch code prepared on my desktop as well.

Here's the latest version of Spunit's CSS code (as far as I know), but you'll have to fill in the values yourself. I'll add it to the OP as well.

Code:

Custom CSS V3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 000000YY <---- CSS Icon Count
ZZZZZZZZ ZZZZZZZZ <---- Icon data

Custom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE000YY  <--- Character Count
06680E80 000000YY  <--- Character Count
ZZZZZZZZ ZZZZZZZZ  <--- Character Data


Character ids.

Code:
ZZ
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Zero Suit Samus
05 Yoshi
06 Kirby
07 Fox
08 Pikachu
09 Luigi
0A Captain Falcon
0B Ness
0C Bowser
0D Peach
0E Zelda
0F Sheik
10 Ice Climbers
11 Marth
12 Mr. Game & Watch
13 Falco
14 Ganondorf
15 Wario
16 Metaknight
17 Pit
18 Pikmin & Olimar
19 Lucas
1A Diddy Kong
1B Pokemon Trainer
1C Charizard
1D Squirtle
1E Venasaur
1F Dedede
20 Lucario
21 Ike
22 Robot
23 Jigglypuff
24 Toon Link
25 Wolf
26 Snake
27 Sonic
28 None
29 Random

3F+ ExCharacters


You'll need to use the Custom Random code if you are using the None(28) icon or if the last icon in your Character Select Screen is not the Random(29) Icon.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 01, 2014, 02:36:07 AM
Brawl with CLone engine will Crash if it is used with CBLISS? , or it just wont work?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 01, 2014, 02:41:05 AM
Here's the latest version of Spunit's CSS code (as far as I know), but you'll have to fill in the values yourself. I'll add it to the OP as well.


You'll need to use the Custom Random code if you are using the None(28) icon or if the last icon in your Character Select Screen is not the Random(29) Icon.

Do I just put a random set of numbers/letters into those value things?... I'm too noob at this.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 02:57:12 AM
Brawl with CLone engine will Crash if it is used with CBLISS? , or it just wont work?

In all likelihood, CBLISS won't work at all as BrawlEx causes the game to read the color data from a different place in memory. However, if CBLISS makes any changes to the game's assembly, it may cause a crash.

Character ID, or Module ID?

The Character ID. You number the config files after the Character ID. As long as you are using character ids 0x3F and up, you only need to worry about the one id. So you can name the 4 config files Fighter3F.dat, CSSSlot3F.dat, Slot3F.dat, and Cosmetic3F.dat and then add the id 3F to the CSS using the custom CSS code.

As for modules, you'll need to open the ExModule of the character you wish to put into slot 3F using the Module Editor 3 (https://www.dropbox.com/s/fh3spn0wnhm4sjd/Module%20Editor%203.3.zip) and change the first value in Section[8] to 0x0000003F as well (it's also a good idea to change the id of the module itself to a value 90 or higher to avoid conflicts for module ids.).

Note that if you open your Fighter3F.dat in the Brawl Config Utility, it will show you all the files you'll need for the character as well as what to name them. Also, if you haven't already, you should name the fighter in Fighter3F.dat to some name other than an existing character in the game or you'll have a naming conflict.

Do I just put a random set of numbers/letters into those value things?... I'm too noob at this.

The values you put into the Custom CSS code will determine the layout of the character icons shown in the Character Select Screen. Supposing you put 00010206 07080000 in for ZZZZZZZZ ZZZZZZZZ and 06 in for YY, then - according to the character id list - when you load the character select screen, you will only have icons for Mario, Donkey Kong, Link, Kirby, Fox, and Pikachu in that order. It is possible to add as many lines for ZZZZZZZZ ZZZZZZZZ as you'd like to create any Character Select Screen ordering you want, but you'll need to do a bit of experimentation if you want to get a good understanding of it works and what you want.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 01, 2014, 06:51:50 AM
sorry if u already explained it (although I skimmed through and didnt see it) but how do you create/properly edit the slotconfig? thats the only thing i dont understand


Title: Re: The BrawlEx Clone Engine
Post by: _Data_Drain_ on January 01, 2014, 06:57:56 AM
And so, Brawl's transformation into a Smash M.U.G.E.N. is finally complete.

In all seriousness though. This looks pretty amazing. Though at the moment. I don't think there are 100 PSAs worth using...

Still, you always make quite the big come backs... Like a phantom, you vanish without warning... And then you make a grand entrance out of nowhere.

It's amazing how far Brawl hacking has come... I remember when there were just textures I couldn't use. Because I knew nothing about hexing files into an ISO.

And I remember when PSA first came out. And how stunned I was with Phoenix Mario. And now here we are, being able to add new slots to the roster.


Title: Re: The BrawlEx Clone Engine
Post by: DSX8 on January 01, 2014, 07:05:31 AM
i... am wet... and ultra moist... but this just seems a bit too confusing for me to set up @_@

but ill keep trying.. but as Data said above.. there's not 100 PSA's out there, but o well x3


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 01, 2014, 08:03:26 AM
anyone getting this to work? I have marth and marthex all set. but when i try to add ikeex, i just get a mario slot :/


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on January 01, 2014, 09:20:29 AM
....................
*mr doggie gets out of bed*
"Alright lets see whats new one kc-mm."
Best thing i've woken up to in forever! I'm definetly giving this a shot!


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 01, 2014, 09:57:56 AM

##########################################
##
### Usage
##
##########################################

To use the BrawlEx Clone Engine, copy
the contents of the Core Files directory
into the following directory of your SD
card:

SD:/private/wii/RSBE/pf/

is that directory? or this?

SD:/private/wii/app/RSBE/pf/


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 01, 2014, 10:03:30 AM
Tanks PW. Works fine with XP now.

Now to figure out how to do this...


Title: Re: The BrawlEx Clone Engine
Post by: LC-DDM on January 01, 2014, 10:45:52 AM
Alright, I'll be "that guy".

Any word of a possible PAL support?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 01, 2014, 10:50:03 AM
On the subject of my Transformation Question, which PSA Command would I use to change the characters?

Also, I can't seem to get the added character to work.

It crashes when I select Training Mode.

I edited the values in bold for the CSS Code.

0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000027
00010203 06070811
123F091A 0E171613
1B212640 0D051410
1F25200B 27410C15
2422180A 23192900

Like you said, edit the 27 to be 28, 29 to be 3F, and 00 to be 29.

Also, does it matter if you have the Cosmetic, CSS, and Slot Configs?

Edit: I tried using the code without the edits, and I'm able to go to Training Mode, though there's 4 Mario slots (one of them is over Random). But after selecting one of them and picking a Stage, I get a silent crash.

I booted the my Wii back up the second time to try the other slots, but now they all had the Random Icon and crashed when I tried to put my cursor over it.

Now the third time I attempt it, I get a crash when selecting Training Mode.

Could we perhaps get some sort of video tutorial on this?


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 01, 2014, 11:45:07 AM
Merging my existing codes with 3.5.1b and the edited css , the game loads but it crashed when i go over the new random icon or the new mario icon,.

without my existing codes, brawl is not even loading


Title: Re: The BrawlEx Clone Engine
Post by: Pik on January 01, 2014, 11:45:37 AM
Wowee


Title: Re: The BrawlEx Clone Engine
Post by: nanobuds on January 01, 2014, 11:46:04 AM
Whoa...


Title: Re: The BrawlEx Clone Engine
Post by: James on January 01, 2014, 11:58:03 AM
This looks incredible, I can't way to try this!

But if you could, alot of newbs will need a video tutorial so they can do this from scratch,so,if anyone could make one,im sure millions will appreciate it


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 01, 2014, 12:08:09 PM
Well I used Just CE codes, game loaded , the 3F and 40 SLOTS are random icons, and they crash when I put the cursor them, and there are 3 extra random slots scattered on my character selection screen, lucas and other two characters are missing, I wonder why..

it could not be a common2 problem, I just tried my former codes (CBLISS, outdated FPC 3.5.1,RSBE, FPC 3.5.3 updater), and they worked properly with EXBRAWL files

i used this directory:

SD:/private/wii/app/RSBE/pf/


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 12:27:20 PM
This looks incredible, I can't way to try this!

But if you could, alot of newbs will need a video tutorial so they can do this from scratch,so,if anyone could make one,im sure millions will appreciate it

^^ I agree with him. While I THINK I know how it works and all, it would be nice just to be certain.

Anyway. I'm still stunned. I had trouble sleeping because of this, I [censored] you not.


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 01, 2014, 12:54:25 PM
Do the cloned slots have to be PSA's or can they be exact copies of the characters already in the game? Like others have said, there aren't 100 PSA's, but since this doesn't work with Cbliss you could just clone a Mario and put more textures on him.


Title: Re: The BrawlEx Clone Engine
Post by: spiritpyros on January 01, 2014, 12:59:24 PM
This is the most amazing start of the year eveeeer.
To bad I don't have a working sd card slot


Title: Re: The BrawlEx Clone Engine
Post by: Albafika on January 01, 2014, 01:07:49 PM
Amazing, PhantomWings. Now let's see you reach the 100 posts at last!


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 02:07:18 PM
It looks like I accidentally posted a Custom CSS code with part of my own character roster mixed in, so if you tried using that code, it probably didn't work for you.

Here's a proper default roster CSS code.

Code:
Custom CSS V3 [spunit262] (Default CSS)
  0668310C 00000030
  387E006C 3B600000
  3C808068 38840DE0
  7CBB20AE 7CA50775
  41800014 94A30004
  3B7B0001 2C1B0032
  4180FFE8 48000038
  04690338 48000068
  066900D8 00000008
  2C170028 41820168
  02680DE0 0022FFFF
  06680DE0 00000024
  00010203 06070811
  12091A0E 1716131B
  21260D05 14101F25
  200B270C 15242218
  0A231929 00000000

And here's one with ids 3F and 40 added to the end:

Code:
Custom CSS V3 [spunit262] (Default CSS+ExChars3F&40)
  0668310C 00000030
  387E006C 3B600000
  3C808068 38840DE0
  7CBB20AE 7CA50775
  41800014 94A30004
  3B7B0001 2C1B0032
  4180FFE8 48000038
  04690338 48000068
  066900D8 00000008
  2C170028 41820168
  02680DE0 0022FFFF
  06680DE0 00000026
  00010203 06070811
  12091A0E 1716131B
  21260D05 14101F25
  200B270C 15242218
  0A23193F 40290000

Also, if the icons are showing up as Random, then that means BrawlEx isn't running at all. Make sure you have both the bx_fighter.rel module and common2.pac in the proper places in your patching directory.


sorry if u already explained it (although I skimmed through and didnt see it) but how do you create/properly edit the slotconfig? thats the only thing i dont understand


No, you didn't miss it. I forgot to add the details on the format. I'm going to be doing a major overhaul on the OP today or tomorrow to get things a little bit more organized.

For now, you can use the template files included in the download. If you're having troubles determining which id belongs to which character, you can look them up on the OpenSA website (http://anonym.to/?http://opensa.dantarion.com/wiki/Category:Clone_Engine)

This looks incredible, I can't way to try this!

But if you could, alot of newbs will need a video tutorial so they can do this from scratch,so,if anyone could make one,im sure millions will appreciate it


I can't make a video tutorial at the moment, but if you use the files in the Test Files folder instead of the Core Files folder, and use the code I just posted above, that should get you started.


##########################################
##
### Usage
##
##########################################

To use the BrawlEx Clone Engine, copy
the contents of the Core Files directory
into the following directory of your SD
card:

SD:/private/wii/RSBE/pf/

is that directory? or this?

SD:/private/wii/app/RSBE/pf/


The first one's a typo. Use SD:/private/wii/app/RSBE/pf/

Do the cloned slots have to be PSA's or can they be exact copies of the characters already in the game? Like others have said, there aren't 100 PSA's, but since this doesn't work with Cbliss you could just clone a Mario and put more textures on him.


You can make exact clones of characters providing you have all the regular resource files for that character. This means if you'd like, you can make a separate slot for character skins with their own color set even if the movesets are the same. Also, it is possible to add color slots to characters using the CSSSlot Config files accomplishing the same effect as CBLISS. I'll post more details on how to modify them once I update the OP.

Amazing, PhantomWings. Now let's see you reach the 100 posts at last!


Been here for 4 years, have post count less than 100.   :af2:


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 02:15:27 PM
I can't wait till you  can get this working for USB users. My SD card slot isn't working 100% D:


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 01, 2014, 02:17:15 PM
Oh no. This is terrible. Now I'm going to be holed up in my apartment for ages on end and not show up at work or school because I'll be far too busy playing with this. I'm going to forget what the sun looks like.


But seriously. Amazing work here. I had to reread that "100 slots" part several times to make sure I wasn't seeing things. Your hard work is not unappreciated, Phantom. This is fantastic.



PS: For the record, I love the OP theatrics.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 01, 2014, 02:19:22 PM
Thanks, PhantomWings.

It's working now with the updated code.

Though if I want to add more slots than just 3F and 40, which values would I edit of the original code?

Also, I'll restate my previous question.
On the subject of my Transformation Question, which PSA Command would I use to change the characters?


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 02:32:09 PM
Good to hear that everything's running for everyone now. Releases like these are always a little bumpy.

Honestly though, I never would have been able to do this if there weren't such an awesome modding community here to begin with.


Thanks, PhantomWings.

It's working now with the updated code.

Though if I want to add more slots than just 3F and 40, which values would I edit of the original code?

Also, I'll restate my previous question.

"On the subject of my Transformation Question, which PSA Command would I use to change the characters?"

To add new character ids, just keep shifting the 29 value over to the right or onto a new line and add the new character ids in between. You'll also need to update the icon count in the code by however many characters you add. There are other ways you can organize your CSS as well, but you'll have to experiment a little bit to see what works for you.

Transformations actually require a custom PSA command (the 0C series of commands in particular reference code in the character's module). If you want to add a transforming character, you'll need some knowledge on character modules. I don't fully understand how it's done myself, but I'll be here for support if you ever want to start a thread to look into it.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 01, 2014, 02:38:59 PM
welp. i can have 1 extra slot, but if i try to add another, i get a second random spot, which freezes the game, and i get anothe rmario


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 01, 2014, 02:40:38 PM
To add new character ids, just keep shifting the 29 value over to the right or onto a new line and add the new character ids in between. You'll also need to update the icon count in the code by however many characters you add. There are other ways you can organize your CSS as well, but you'll have to experiment a little bit to see what works for you.
Alright.

So would this be right for the third character?
Custom CSS V3 [spunit262] (Default CSS+ExChars3F, 40, and 41)
  0668310C 00000030
  387E006C 3B600000
  3C808068 38840DE0
  7CBB20AE 7CA50775
  41800014 94A30004
  3B7B0001 2C1B0032
  4180FFE8 48000038
  04690338 48000068
  066900D8 00000008
  2C170028 41820168
  02680DE0 0022FFFF
  06680DE0 00000027
  00010203 06070811
  12091A0E 1716131B
  21260D05 14101F25
  200B270C 15242218
  0A23193F 412A0000

Transformations actually require a custom PSA command (the 0C series of commands in particular reference code in the character's module). If you want to add a transforming character, you'll need some knowledge on character modules. I don't fully understand how it's done myself, but I'll be here for support if you ever want to start a thread to look into it.
That would be great if you could look into it.

Though instead of a new thread, it might be more useful for information/progress to be on this thread for consistency. Though that's just me.

Would it be possible for me to look into say Zelda's rel and somehow port the transformation information onto the BrawlEx P&P rel I want with fixed IDs?


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 03:00:51 PM
welp. i can have 1 extra slot, but if i try to add another, i get a second random spot, which freezes the game, and i get anothe rmario

You'll have to show me which ids you are using. If the icon is Random, then that means it isn't one that's mapped by BrawlEx. If the icon is Mario and causes the game to crash when loading the match, then either it doesn't have any config files loaded into it, the resource files for the character don't exist on your SD card, or both.

While the cosmetic data for ExSlots defaults to Mario, they will try to load up Fighter<id>Ex.pac by default. As those files don't normally exist in the game, they are expected to crash if they aren't configured.


Alright.

So would this be right for the third character?
Custom CSS V3 [spunit262] (Default CSS+ExChars3F, 40, and 41)
  0668310C 00000030
  387E006C 3B600000
  3C808068 38840DE0
  7CBB20AE 7CA50775
  41800014 94A30004
  3B7B0001 2C1B0032
  4180FFE8 48000038
  04690338 48000068
  066900D8 00000008
  2C170028 41820168
  02680DE0 0022FFFF
  06680DE0 00000027
  00010203 06070811
  12091A0E 1716131B
  21260D05 14101F25
  200B270C 15242218
  0A23193F 412A0000
That would be great if you could look into it.

Though instead of a new thread, it might be more useful for information/progress to be on this thread for consistency. Though that's just me.

Would it be possible for me to look into say Zelda's rel and somehow port the transformation information onto the BrawlEx P&P rel I want with fixed IDs?

The red part is wrong. For the most part, you're never going to use ids 2A through 3E unless you really know what you're doing. The last id in the code should always be 29 for most standard cases.

This is the correct form of the last line:
Custom CSS V3 [spunit262] (Default CSS+ExChars3F, 40, and 41)
  0668310C 00000030
  387E006C 3B600000
  3C808068 38840DE0
  7CBB20AE 7CA50775
  41800014 94A30004
  3B7B0001 2C1B0032
  4180FFE8 48000038
  04690338 48000068
  066900D8 00000008
  2C170028 41820168
  02680DE0 0022FFFF
  06680DE0 00000027
  00010203 06070811
  12091A0E 1716131B
  21260D05 14101F25
  200B270C 15242218
  0A23193F 40412900


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 01, 2014, 03:06:04 PM
You'll have to show me which ids you are using. If the icon is Random, then that means it isn't one that's mapped by BrawlEx. If the icon is Mario and causes the game to crash when loading the match, then either it doesn't have any config files loaded into it, the resource files for the character don't exist on your SD card, or both.

While the cosmetic data for ExSlots defaults to Mario, they will try to load up Fighter<id>Ex.pac by default. As those files don't normally exist in the game, they are expected to crash if they aren't configured.

im using 3F and 40, as in the test pack. I used just 3F and it was fine. Extra slot was there, everything loaded. I added 40, and now the working one turned to teh crashing random, and 40 turend to a working mario. i then lowered the css count by one, removed 40, and 3F is still broken.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 01, 2014, 03:06:56 PM
I finally got it!
Like omfg all these feels right now... Okay, now that I'm slowly getting this all there should be now is knowing these codes from what I'm getting so far to get more slots..

Edit; Okay, for some reason when I use Marth Ex's final it freezes like any typical final freeze via final. When I restart it, I get the random CSS's again, and the same thing happens when I attempt to go over it..

Edit2; I'm testing Ike Ex right now. Let see what happens when I use his final.. Alright, his seems to be fine..

Edit3; The roster issue seems to be fluctuating between having the random CSS, and the Marth/Ike EX, and often freezes when I go into training. If it freezes when I attempt to go into training, I assume that it had the random CSS issue.


Title: Re: The BrawlEx Clone Engine
Post by: Soneek on January 01, 2014, 03:17:59 PM
I see that there are a lot of missing Ex modules right now. Is there a way for us to help complete and add the missing ones? It seems to be the only thing preventing me from adding a new slot for Captain Falcon.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 01, 2014, 03:53:09 PM
Another GFX question...

Can we use a Clone character's ID for GFX, so there won't be conflicts?

Also, what could we do for SFX?

I have a bug report as well.

Sometimes after leaving Training Mode, the controller goes unresponsive. With the exception of the Gamecube C Stick, no other controller part will respond, so you'll have to exit the game with the Wiimote and go to Home to start again.


Title: Re: The BrawlEx Clone Engine
Post by: cuckoos on January 01, 2014, 04:32:11 PM
holy balls

is this compatible with project m?


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 01, 2014, 04:35:36 PM
holy balls

is this compatible with project m?

While it has been tested on console, it still remains largely untested with most codes as well as ProjectM.


Title: Re: The BrawlEx Clone Engine
Post by: cuckoos on January 01, 2014, 04:46:14 PM
Quote
While it has been tested on console, it still remains largely untested with most codes as well as ProjectM.
right, thanks


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 01, 2014, 05:02:52 PM
Code:
Custom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE000YY  <--- Character Count
06680E80 000000YY  <--- Character Count
ZZZZZZZZ ZZZZZZZZ  <--- Character Data

You'll need to use the Custom Random code if you are using the None(28) icon or if the last icon in your Character Select Screen is not the Random(29) Icon.
What goes in for the Y/Z values here? You've explained the CSS code pretty well, but I'm confused on the Random V1 part. I wasn't sure what to put in for those values, so I used the same ones I used for the CSS. The game froze after I went to the stage-selection screen after selecting both Ike icons for the match.


Info on what I'm using:
Gecko OS (hackless custom-stage-crash method)

Everything in the Test Files folder, placed in private\wii\app\RSBE\pf on the root of the SD card

File Patch Code v3.5.1b

Custom CSS V3 [spunit262] (Default CSS+ExChars3F&40)

Custom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00026
06680E80 00000026
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40290000

What am I doing wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on January 01, 2014, 05:08:35 PM
Indeed its an impressive thing and all; But I wouldnt be REALLY hyped about this until some future updateds. I havent tested it yet, but I guess its still gltichy and stuff


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 05:55:05 PM
I'm already pumped for ANY updates. ;)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 01, 2014, 05:57:51 PM
im using 3F and 40, as in the test pack. I used just 3F and it was fine. Extra slot was there, everything loaded. I added 40, and now the working one turned to teh crashing random, and 40 turend to a working mario. i then lowered the css count by one, removed 40, and 3F is still broken.


you probably didnt edit the character count in the code


anyways here is a full explanation of spunit's CSS code
http://smashboards.com/threads/competitive-brawl-code-agenda.204677/page-81#post-6360644 (http://smashboards.com/threads/competitive-brawl-code-agenda.204677/page-81#post-6360644)

great job PW
cant wait to try this out


*subscribes*

And here is a code with 50 characters:
Code:
Custom CSS V3 [spunit262]50 characters for BrawlEX
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000032
00010203 05060708
090A0B0C 0D0E1011
12131415 16171819
1A1B1F20 21222324
2526273F 40414243
44454647 48494A4B
4C290000 00000000



Since 29-random is the last icon, we dont need the custom random code here.
I believe 50 is the maximum number of characters the roster can take.  We may be able to scale the icons down though for more space?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 01, 2014, 06:20:27 PM
 after using that code, i have a random that if u hover over it, it freezes the game


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 06:22:33 PM
after using that code, i have a random that if u hover over it, it freezes the game

Means it's not set up, he said, I think.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 01, 2014, 06:23:55 PM
If it's 50, someone should divide the characters evenly. I know most people would like an even amount as is. Except maybe for Kirby, lol...

Edit; The roster problem in my case fluctuates from having random rosters to Ike/MarthEx rosters each time I turn off/on the game. I'll just leave that there again.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 01, 2014, 06:24:51 PM
Means it&#039;s not set up, he said, I think.
the id 3F is what gives it to me. which is weir dbecause i have, and had have, 3F all set up


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 01, 2014, 06:28:27 PM
after using that code, i have a random that if u hover over it, it freezes the game
that code requires for youre stuff to be setup
i assume


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 06:31:16 PM
I got an issue too. I tested that CSS code just for kicks, and when I try to leave the results screen after a match, the game silent freezes before going back to the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 01, 2014, 06:32:42 PM
that code requires for youre stuff to be setup
i assume

it was set up :I


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 01, 2014, 06:37:18 PM
it was set up :I
you need the .dat info for slots
40414243
44454647 48494A4B
4C290000 00000000

well except for 29 of course

in other words you need Cosmetic41.dat
Cosmetic42.dat
Cosmetic43.dat
CSSslot41.dat
CSSslot42.dat
CSSslot43.dat
Fighter41.dat
Fighter42.dat
Slot41.dat
Slot42.dat
Slot43.dat
etc
in the proper folders


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 01, 2014, 06:42:48 PM
yup. i have those too. yet it still wont work. i just get the random slot that freezes

Post Merge: January 01, 2014, 06:58:58 PM
geez. i was getting files mixed up by the sorting and naming. im all good


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 01, 2014, 07:11:35 PM
Just a little bug to report. The css fix for giga and company V2 wont work with this, it will clone marth, but anyone else added will just be mario. it wont even crash. it just loads mario's files.

I have also tested this with Brawl Minus, the only code needed to be changed is the File patch code and remove the giga and company css fix V2. replace that with the 3.5.1b that phantom wings made for this, then move all the stuff that was in minusery to the private/wii/app/rsbe/ directory and its golden.

Though, i have no idea whether it will work with PM

If anyone is getting silent crashes when you go back to the css screen or exit the css after picking a cloned character, its caused when BrawlEx cant find and load config files. you must use the File patch code that he included in the download, and you have to put all the test files in the Private/wii/app/rsbe/pf directory.

File Patch Code v3.5.1b
  E0000000 80008000
  225664EC 00000000
  0401BFE0 4858BE20
  065A7E00 00000070
  38A00067 38810020
  3CE0805A 60E37C18
  4BE52531 38A0007F
  3883FFE8 38610020
  4BE52521 38A00068
  60E47C18 38610020
  9421FF80 BC410008
  38610088 4BA74DB9
  7C7C1B78 2C030000
  4082000C 38210080
  4800001C B8410008
  38210080 4BE524E5
  38610008 4BA742E1
  7C7C1B78 4BA741E8
  040223E0 48585BC0
  065A7FA0 00000028
  80010044 3C608001
  6063581C 7C001800
  4082000C 7FDDC850
  3BDEFFE0 93DB0008
  4BA7A424 00000000
  0401CD0C 4858B1F4
  065A7F00 00000038
  2C030000 4182000C
  4BA7DD51 4BA74E04
  80780008 2C030000
  41820014 8118000C
  7C634214 7C7B1850
  48000008 8078000C
  4BA74DE0 00000000
  043EE9D8 48000014
  043EEBD4 48000014
  043D8B9C 48000018
  043E9B4C 38600000
  043E9D38 38600000
  043D8C80 60000000
  80000000 80406920
  80000001 805A7C00
  8A001001 00000000
  045A7C10 2F525342
  045A7C14 452F7066
  80000001 805A7B00
  8A001001 00000000
  065A7B10 0000000F
  2F525342 452F7066
  2F736F75 6E642F00
  041C6CE0 483E0D20
  065A7A00 00000028
  9421FF80 BC410008
  3C60805A 60637B1F
  4BE52931 B8410008
  38210080 4BE52995
  4BC1F2C4 00000000
  065A7900 00000078
  9421FF80 7C0802A6
  9001000C BC810010
  9421FF00 7C872378
  54B2BA7E 7CD33378
  38800000 9081000C
  90810010 90610014
  90810018 3880FFFF
  9081001C 38610020
  90610008 7CE43B78
  38A00080 4BE529F5
  38610008 4BA752A1
  60000000 80210000
  B8810010 8001000C
  7C0803A6 80210000
  4E800020 00000000
  043E399C 481C3F04
  065A78A0 00000010
  80BC0020 7CA59214
  3A400000 4BE3C0F4
  043DBAEC 481CBDE4
  065A78D0 00000018
  800302A4 2C130000
  41820008 7E609B78
  3A600000 4BE3420C
  041CDF7C 483D9884
  065A7800 00000098
  818C0014 9421FF80
  BC410008 60000000
  60000000 60000000
  60000000 7C882378
  3C60804D 60630000
  3C80805A 60847B00
  7CC53378 38C04200
  80E40080 2C070000
  40820014 60000000
  480000B9 2C030000
  41820010 B8410008
  80210000 4BC26724
  70A501FF 3868FFFF
  3C80804C 6084FFFF
  7C842A14 38A04001
  38A5FFFF 8C040001
  9C030001 2C050000
  4082FFF0 B8410008
  80210000 4BC2670C
  141CCF90 483DA770
  065A7700 00000048
  9421FF80 BC410008
  7FE3FB78 3C80805A
  60847B00 38A00000
  38C04000 480001E5
  90640080 807F0008
  907A0014 907A005C
  907A0074 B8410008
  80210000 807F0000
  4BC25854 00000000
  E0000000 80008000

Then you shouldn't get freezes.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 07:14:07 PM
wall of text
Then you shouldn't get freezes.

Yeah, but I use Riivo and not a cloned character. D:


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 01, 2014, 07:16:13 PM

Post Merge: January 01, 2014, 06:58:58 PM
geez. i was getting files mixed up by the sorting and naming. im all good
nice to know it works

for seperate sfx
a perfect workaround would be to make a code that when a character of 3f+ is chosen, the rootname of the sfx is changed, making the game load the sfx from a differently named sfx folder
the only issue i see is that the code will have to be deactivated when choosing a character below 3f


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 01, 2014, 07:29:37 PM
I got another bug report.

Using an Article on a Cloned character crashes the game. Ex: Link's Bow, Lucario's Aura Sphere, etc.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 01, 2014, 08:10:01 PM
yea, articles seem to be crashing for me too


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 08:11:33 PM
I've updated the OP with a more comprehensive startup guide on how everything works. Hopefully that will alleviate some of the confusion so far.


Another GFX question...

Can we use a Clone character's ID for GFX, so there won't be conflicts?

Also, what could we do for SFX?

I have a bug report as well.

Sometimes after leaving Training Mode, the controller goes unresponsive. With the exception of the Gamecube C Stick, no other controller part will respond, so you'll have to exit the game with the Wiimote and go to Home to start again.

Can anyone else confirm the bug with the Gamecube controller? I never actually tested BrawlEx with anything besides a WiiRemote...

GFX are stored in graphics banks similar to sound banks. The issue lies in the fact that a single moveset file has the effect bank reference coded into the moveset data. So even if you changed which bank the effects are loaded into, the moveset itself will still try to load the effects from the old bank.



I got an issue too. I tested that CSS code just for kicks, and when I try to leave the results screen after a match, the game silent freezes before going back to the CSS.

Sometimes if you mess up the CSS configuration, you will get a crash when returning from the match. This is most commonly due to having either a None(28) icon in your CSS or a Random(29) icon that is not the very last icon.



Just a little bug to report. The css fix for giga and company V2 wont work with this, it will clone marth, but anyone else added will just be mario. it wont even crash. it just loads mario's files.

I have also tested this with Brawl Minus, the only code needed to be changed is the File patch code and remove the giga and company css fix V2. replace that with the 3.5.1b that phantom wings made for this, then move all the stuff that was in minusery to the private/wii/app/rsbe/ directory and its golden.

Though, i have no idea whether it will work with PM


The GigaBowser and Alloys fix code messes with the character ids before and after the match starts, so it is expected that it would cause BrawlEx to work strangely with the ExSlots. It's good to know that BrawlEx is mostly compatible with Brawl Minus though.

From what I understand of ProjectM, it modifies quite a bit of sora_melee which is also modified by BrawlEx, so at the very least, there's going to be some code merging required if they are going to be used together. I briefly discussed the topic with Dantarion, but I don't know enough about ProjectM to build a compatible sora_melee module.

yea, articles seem to be crashing for me too

I'll look into it then. I tested the new ft_lucas ExModule in an ExSlot and it worked just fine despite him having tons of articles. Make sure you're configuring the BX module properly with the correct id.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 08:16:16 PM
The CSS works fine itself, which is weird. D:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 01, 2014, 08:43:55 PM
Make sure you're configuring the BX module properly with the correct id.

well, i went back and triple checked my work. the match starts fine, i can do just about anything (with lucario) except as soon as i press nuetral b for aura sphere, the game crashes.

I may be able to get some more information, considering im using dolphin to test it.

i'll have to try lucas to see if this is something to do with BX or my setup..


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 01, 2014, 08:53:18 PM
If I where to make a GanonEx. All I have to do is press new via the Config Utility, rename FighterEx to GanonEx, and just save him from there?.. If so, I mayy need help when I have to put a new CSS in this case. (All I got was "Fighter00.dat" from clicking save that's a good sign right?...)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 01, 2014, 09:08:23 PM
This is the dolphin Log before crash, when pulling out an aurasphere

02:42:498 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Non-recoverable Exception 2
02:42:498 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
02:42:499 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r0   = 0x805a2c50 (   -2141574064)  r16  = 0x00000004 (             4)
02:42:499 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r1   = 0x805b3d30 (   -2141504208)  r17  = 0x9156d980 (   -1856579200)
02:42:499 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0x915713a0 (   -1856564320)
02:42:500 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r3   = 0x00000008 (             8)  r19  = 0x915a3f8c (   -1856356468)
02:42:500 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x805b3eb0 (   -2141503824)
02:42:500 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r5   = 0x801d6d30 (   -2145555152)  r21  = 0x812795e0 (   -2128112160)
02:42:500 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r6   = 0x805b3eb8 (   -2141503816)  r22  = 0x805b3eb8 (   -2141503816)
02:42:500 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r7   = 0x9180564c (   -1853860276)  r23  = 0x9156c220 (   -1856585184)
02:42:501 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r8   = 0x003fe07f (       4186239)  r24  = 0xf0000000 (    -268435456)
02:42:501 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r9   = 0x00000001 (             1)  r25  = 0x9156c220 (   -1856585184)
02:42:501 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r10  = 0xf0000000 (    -268435456)  r26  = 0x9156d980 (   -1856579200)
02:42:501 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r11  = 0x805b3d10 (   -2141504240)  r27  = 0x9156c220 (   -1856585184)
02:42:502 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r12  = 0x80713c48 (   -2140062648)  r28  = 0x8127bce8 (   -2128102168)
02:42:502 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x00000000 (             0)
02:42:502 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r14  = 0x9156c4e0 (   -1856584480)  r30  = 0x805b3dd4 (   -2141504044)
02:42:503 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r15  = 0x0000011e (           286)  r31  = 0x8127bb10 (   -2128102640)
02:42:503 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: LR   = 0x80195af0                   CR   = 0x42000048
02:42:503 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: SRR0 = 0x801d6d30                   SRR1 = 0x00001030
02:42:503 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
02:42:503 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: GQRs----------
02:42:504 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr0 = 0x00000000     gqr4 = 0x00060006
02:42:504 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr1 = 0x00000000     gqr5 = 0x00070007
02:42:504 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr2 = 0x00040004     gqr6 = 0x05070507
02:42:504 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr3 = 0x00050005     gqr7 = 0x08070807
02:42:504 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
02:42:505 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
02:42:505 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: FPRs----------
02:42:505 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr0    = 0     fr1    = 0
02:42:505 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr2    = 0     fr3    = 0
02:42:505 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr4    = 64     fr5    = 0
02:42:506 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr6    = 0     fr7    = 0
02:42:506 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr8    = 1     fr9    = 1
02:42:506 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr10    = 0     fr11    = 0
02:42:506 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr12    = 0     fr13    = 1
02:42:506 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr14    = 0     fr15    = 0
02:42:506 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr16    = 0     fr17    = 0
02:42:507 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr18    = 0     fr19    = 0
02:42:507 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr20    = 0     fr21    = 0
02:42:507 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr22    = 0     fr23    = 0
02:42:507 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr24    = 0     fr25    = 0
02:42:507 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr26    = 0     fr27    = 1
02:42:508 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr28    = -1     fr29    = 2
02:42:508 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr30    = 1     fr31    = 1
02:42:508 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
02:42:508 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
02:42:508 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: PSFs----------
02:42:509 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps0    = 0x0     ps1    = 0x0
02:42:509 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps2    = 0x0     ps3    = 0x0
02:42:509 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps4    = 0xffffffff     ps5    = 0x0
02:42:509 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps6    = 0x0     ps7    = 0x0
02:42:510 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps8    = 0x0     ps9    = 0x0
02:42:510 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps10    = 0x0     ps11    = 0x0
02:42:510 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps12    = 0x0     ps13    = 0x0
02:42:510 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps14    = 0x0     ps15    = 0x0
02:42:510 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps16    = 0x0     ps17    = 0x0
02:42:511 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps18    = 0x0     ps19    = 0x0
02:42:511 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps20    = 0x0     ps21    = 0x0
02:42:511 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps22    = 0x0     ps23    = 0x0
02:42:511 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps24    = 0x0     ps25    = 0x0
02:42:511 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps26    = 0x0     ps27    = 0x0
02:42:512 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps28    = 0xffffffff     ps29    = 0x2
02:42:512 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps30    = 0x0     ps31    = 0x0
02:42:512 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
02:42:512 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Address:      Back Chain    LR Save
02:42:512 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3d30:   0x805b3d40    0x00000000
02:42:512 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3d40:   0x805b3d60    0x00000000
02:42:513 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3d60:   0x805b3d90    0x80713bb4
02:42:513 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3d90:   0x805b3da0    0x8071a99c
02:42:513 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3da0:   0x805b3e80    0x80046e88
02:42:513 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3e80:   0x805b3ef0    0x800473cc
02:42:514 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3ef0:   0x805b3f20    0x807145b4
02:42:514 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3f20:   0x805b3f80    0x80715648
02:42:514 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3f80:   0x805b3fa0    0x8077702c
02:42:514 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b3fa0:   0x805b4070    0x80aaa78c
02:42:515 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4070:   0x805b4080    0x808e4c4c
02:42:515 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4080:   0x805b40c0    0x8077fd9c
02:42:515 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b40c0:   0x805b40e0    0x8077f98c
02:42:515 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b40e0:   0x805b41c0    0x80aa97ec
02:42:515 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b41c0:   0x805b4200    0x80aa5bfc
02:42:516 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4200:   0x805b4250    0x810942c0
02:42:516 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
02:42:516 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0x3f80007c
02:42:517 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: TB = 0x005f60f96056fdcf
02:42:517 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
02:42:517 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Instruction at 0x801d6d30 (read from SRR0) attempted to access invalid address 0x3f80007c (read from DAR)
02:42:517 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
02:42:518 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Last interrupt (18): SRR0 = 0x8002e664  TB = 0x005f60f96056b27a



Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 01, 2014, 09:27:35 PM
Can ExBrawl Files Load directly from the iso?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 01, 2014, 09:28:04 PM
Can someone help me put this in Brawl Minus Max?

I am trying to make a clone of Marth like his example and it freezes on the CSS...

Also how do I use the custom one?Like if I want more than one character?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 01, 2014, 09:40:10 PM
i tested lucas, all of his stuff works fine. But lucario still does not



Can someone help me put this in Brawl Minus Max?

I am trying to make a clone of Marth like his example and it freezes on the CSS...

Also how do I use the custom one? Like if I want more than one character?

Jade, its a somewhat complicated if your not particularly savy with these things, it might be better to wait for a video tutorial if the tutorial in the OP doesn't help :/

If your using MAX, then you will have to edit the GCT codes to disable 'Giga and Comapany CSS fix V2'.
you will also have to swap out the file Patch code, for the one that is included in one of the readme files in the download for BrawlEx.

once you swap out the File patch code, you gotta move everythin on the sd card from Minusery, back to Private/wii/app/rsbe/


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 09:56:21 PM
I've identified the freezing bug for articles. Right now it's just a matter of finding the right way of fixing it. It doesn't seem to affect all articles, just some of them. It just so happens that Lucas, and Ike's articles are not affected by it at all. In any case, I'll probably release an update for the BrawlEx engine soon.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 10:12:32 PM
Okay, I followed the tutorial for cloning Marth to a T. To the letter. However it's said.

I even managed to get my SD card in there to load the config files.

Now I can't even get on the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 01, 2014, 10:15:55 PM
Working on adding a Roy slot to mah Brawl.

Quick question: so when I add Roy to my game, I'm going to add the names as "FitRoyXX" and so on. Does the Kirby module need a way to read the Kirby hat's name for Roy?
post 12000 holy [censored] i have no life


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 01, 2014, 10:17:35 PM
If I want to add ikeex and marthex, I just have to use the test  files inside the Exbrawl 1.0.0 rar file, and add all the necesary codes, right?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 01, 2014, 10:19:40 PM
I am really, really hesitating to proceed much into this, but how are the module files for the exCharacters made?

Forgive me if this sounds silly to ask. I mean it can't just be a case of renaming the VBrawl .rel of the host character.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 01, 2014, 10:32:35 PM
Ok so now I tried it in vbrawl and it doesn't work...Marth's icon is random and there's two random icons at the bottom...

Then it freezes.I am using the Css code in the post and File Patch code 3.5.1b

I changed the 24 to 25, and the 11 to 51


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 10:39:08 PM
I am really, really hesitating to proceed much into this, but how are the module files for the exCharacters made?

Forgive me if this sounds silly to ask. I mean it can't just be a case of getting the VBrawl .rel of the host character and changing the IDs in there.


ExModules are created in nearly exactly the same way the Plug&Play modules were made, except that Plug&Play modules required a few extra modifications that are now covered by BrawlEx.

There are 2 main changes made in the ExModules from the original VBrawl modules:

1. Section[7] is added into the module as an executable section. It contains the core patching function - it is identical across all ExModules. The function in Section[7] is inserted as the first initializer of the module.

2. Section[8] is added into the module as a data section. It contains the id of the target character, various patch strings to adjust certain hardcoded sections in sora_melee, and a set of addresses inside the module itself (http://anonym.to/?http://opensa.dantarion.com/wiki/Patching_Character_Modules) to which the target character id should be written to.


The main difficulty involved in creating an ExModule is finding those "hardcoded sections" in sora_melee and determining a patch string that you can write overtop of them to make them work generically with any character id.

Interestingly enough, it is those "hardcoded sections" that are currently the cause of the article crashes that are occurring with BrawlEx. It turns out that some of the changes I made with BrawlEx are causing the old patch strings that were originally taken from the Plug&Play modules to fail.




Also, for the people currently experiencing issues,

Quote from: PhantomWings link=topic=65113.msg1208234#msg1208234

If you have an issue that you think may be caused by BrawlEx, please post the codes and configuration files that you are using so that I may identify the source of the issue and/or determine if the issue is with the setup being used.



Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 01, 2014, 10:47:30 PM
How exactly would I create the Module?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 10:49:50 PM
Okay, I'm using Riivo, System Name codes, Custom CSS, your Stage Expansion and EY's Maxed Out CSS. I figured out how to use my SD card, btw.


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 01, 2014, 10:56:53 PM
Okay, I'm using Riivo, System Name codes, Custom CSS, your Stage Expansion and EY's Maxed Out CSS. I figured out how to use my SD card, btw.

I think that may be part of the problem to begin with. You have two of the same code loaded at once - so any number of conflicts could be occurring there.

Try it with just one of those. If it doesn't work, could you post the actual code lines that you are using?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 01, 2014, 10:58:38 PM
Sorry, I meant Maxed out SSS, not CSS. D:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 01, 2014, 10:59:39 PM
How exactly would I create the Module?

Hey jade, how about i upload a rar file for you, that all you gotta do is unzip, and put it on the root of your sdcard, and you will have Minus, with an extra marth and ike?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 01, 2014, 11:13:04 PM
That would be awsome!


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 01, 2014, 11:13:43 PM
Also, for the people currently experiencing issues,
If you have an issue that you think may be caused by BrawlEx, please post the codes and configuration files that you are using so that I may identify the source of the issue and/or determine if the issue is with the setup being used.
I'll just...repost my previous question then and add some info:

What goes in for the Y/Z values here? You've explained the CSS code pretty well, but I'm confused on the Random V1 part. I wasn't sure what to put in for those values, so I used the same ones I used for the CSS. The game froze after I went to the stage-selection screen after selecting both Ike icons for the match.


Info on what I'm using:
Gecko OS (hackless custom-stage-crash method)

Everything in the Test Files folder, placed in private\wii\app\RSBE\pf on the root of the SD card

File Patch Code v3.5.1b

Custom CSS V3 [spunit262] (Default CSS+ExChars3F&40)

Custom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00026
06680E80 00000026
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40290000

What am I doing wrong?
More specifics:
I've also tried it with and without the Ex characters (the IkeEx and MarthEx example files provided in the download). However, no matter what characters I select on the CSS (including default ones), the game crashes at the Stage Select Screen.

Here's the current code:

File Patch Code v3.5.1b
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 60000000
60000000 60000000
60000000 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000

Custom CSS V3 [spunit262] (Default CSS+ExChars3F&40)
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000024
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 00000000

(Note that I have also tried replacing the last line with 0A23193F 40290000 and the sixth-to-last line with 06680DE0 00000026. This properly changes the CSS the way I want it, so I don't think it's the issue.)


That's all that's in my GCT (which is SD:/codes/RSBE01.gct). The only other files on the root of my SD card are:
private (folder)
background.png (Gecko OS background)
boot.elf (for loading Gecko OS via custom-stage method)

I removed the Random V1 code because it didn't seem to be the issue after I read up on it.


Contents of "private>wii>app>RSBE>pf" include everything contained in "Text Files" in the download.




Hey jade, how about i upload a rar file for you, that all you gotta do is unzip, and put it on the root of your sdcard, and you will have Minus, with an extra marth and ike?
Would you mind terribly PMing me the link to that as well, please?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 01, 2014, 11:21:33 PM

Would you mind terribly PMing me the link to that as well, please?
That would be awsome!

https://www.dropbox.com/s/84781m91neb73ne/sdcard.rar (https://www.dropbox.com/s/84781m91neb73ne/sdcard.rar)

there ya go buddy, i'll possibly upload this link to the brawl- forums as well

The Clones have vBrawl movesets, but to replace it all you have to do is replace their .pac file with another one.

so to get brawl minus ike, over the clone ike too. just copy the files that are in private/wii/app/rsbe/pf/fighter/ike
into
Private/wii/app/rsbe/pf/fighter/ikeEx

and rename the files to match the ones that were already in the Ex version's folder


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 01, 2014, 11:40:57 PM
That works stupendously. Thank you, Sammi. (:

I'll just use that as a base to start from. I might have just been loading files wrong or something.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 01, 2014, 11:55:17 PM
You are so amazing!

I wanna try my build of this first,one more try!

Maybe I can understand this with the codes and stuff you gave me so I can add more people.

EDIT:So it didn't work it loaded the strap screen and it had the normal Main menu with Brawl- CSS and it froze on the character select.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 02, 2014, 12:32:10 AM
I'll just...repost my previous question then and add some info:
More specifics:
I've also tried it with and without the Ex characters (the IkeEx and MarthEx example files provided in the download). However, no matter what characters I select on the CSS (including default ones), the game crashes at the Stage Select Screen.

Here's the current code:

File Patch Code v3.5.1b
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 60000000
60000000 60000000
60000000 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000

Custom CSS V3 [spunit262] (Default CSS+ExChars3F&40)
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000024
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 00000000

(Note that I have also tried replacing the last line with 0A23193F 40290000 and the sixth-to-last line with 06680DE0 00000026. This properly changes the CSS the way I want it, so I don't think it's the issue.)


That's all that's in my GCT (which is SD:/codes/RSBE01.gct). The only other files on the root of my SD card are:
private (folder)
background.png (Gecko OS background)
boot.elf (for loading Gecko OS via custom-stage method)

I removed the Random V1 code because it didn't seem to be the issue after I read up on it.


Contents of "private>wii>app>RSBE>pf" include everything contained in "Text Files" in the download.



Would you mind terribly PMing me the link to that as well, please?
ur current css code does not have the 3f, and 40, which u need for the extra characters to show up
also if u have a custom character selectio screen_en.pac, u need to remove it for now and boot up the game with out it


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 12:48:36 AM
your welcome, its not too hard once you get the hang of it. :p took me a good while of messing around to get a real good grip on it, but now i can do it pretty easily.  :D

The key things not to forget, are that for each character you add, there are 4 files that you need to put in the BrawlEx folders.

You get the templates for each of the configs from the templates that came with the download in the OP. Copy them before you edit them though, that way you dont need to redownload them.

You dont need to go to the website to get the ID's anymore, just go into the templates and find files whose name is the character you want to add in the new slot. take all four files, and change the numbers to the ID number you added to the css code, while also removing the names of the characters.

for the fighter config, first go to the fighter config templats, and find the one that has the same name as the character you used for the other configs you found. open it up in the BrawlEx config editor.  at the top of the window, there should be a text box that has the name of the character your replacing. type EX at the end of it, then save the file wherever you had copied the other files to and change the 00 at the end of 'fighter00' to whatever number you added to the CSS code.

The last thing that you MUST do, is go to the EXmodules folder that came with the downloads, copy the file that has the name of the character you want to add, and then open it in phantom wings module editor 3.3
https://www.dropbox.com/s/fh3spn0wnhm4sjd/Module%20Editor%203.3.zip (https://www.dropbox.com/s/fh3spn0wnhm4sjd/Module%20Editor%203.3.zip)

expand the first item, then click on section[8] and hit the memory view button. change THE FIRST ENTRY to 000000XX where XX is the number that you added to the CSS code and save it

after that is all done, move the config files to there respective places on the sdcard.

private/wii/app/rsbe/pf/BrawlEx

and the Module, to the module folder.

=======================

you should now have an extra slot, whose icon is the icon of the character you added.

BUT DONT CLICK ON IT YET.

that was only to see if you did everything right so far.

if everything went right, go back to the sdcard, and make a folder in the private/wii/app/rsbe/pf/Fighter folder
and name the folder whatever character your adding with Ex on the end.

now in that folder, you must put all of the files that are to be loaded by that character. (moveset, motion file, costumes)

====================

i THINK that's everything. i may have forgotten something. either way, follow the instructions in the OP, if you dont understand something, look at this post and the layout of the files that i uploaded.

This probably wasn't the CLEAREST or easiest thing to follow, but i dont really know how else i would be able to help ;_;


Title: Re: The BrawlEx Clone Engine
Post by: Velen on January 02, 2014, 12:58:38 AM
With this...

Pokemon Type:Wild Wii Edition anyone?


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 02, 2014, 01:07:39 AM
ur current css code does not have the 3f, and 40, which u need for the extra characters to show up
also if u have a custom character selectio screen_en.pac, u need to remove it for now and boot up the game with out it
I'll just...repost my previous question then and add some info:
More specifics:
I've also tried it with and without the Ex characters (the IkeEx and MarthEx example files provided in the download). However, no matter what characters I select on the CSS (including default ones), the game crashes at the Stage Select Screen.

Here's the current code:

(Note that I have also tried replacing the last line with 0A23193F 40290000 and the sixth-to-last line with 06680DE0 00000026. This properly changes the CSS the way I want it, so I don't think it's the issue.)

And I have no custom screen_en.pac. I think it may have been the Stack Smash file I was using to load them—I was using PM 2.6b's stack smash, which might load files differently or something. But the CSS icons worked just fine for the extra characters when I had 3F/40 part of the code in there, it just froze whenever I went to the SSS.



Anywho, I think I'll just take the file and info that Sammi kindly provided and work off of that.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 01:09:49 AM
EDIT:So it didn't work it loaded the strap screen and it had the normal Main menu with Brawl- CSS and it froze on the character select.

But the one i uploaded did work right?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 01:31:34 AM
No I seen 3 random icons and it froze with the long beeeep noise.It didn't work it loaded the strap screen and it had the normal Main menu with Brawl- CSS and it froze on the character select.

EDIT:Is there anything I need to do to your build becuase it is still freezing after editing the modules.




Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 02:02:46 AM
no there shouldn't be anything needed to be done to it. make a backup copy of your sdcard, then delete everything on it. then place the files on it from my download. if it still doesn't work after a completely new install, then let me know.

but be sure to backup your sdcard, that way you dont lose any textures in case it still doesnt work


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 02, 2014, 02:30:44 AM
Since I had no experience with what Sammi had said I went all;

(http://stream1.gifsoup.com/view3/1243023/patrick-s-head-sparks-o.gif)

Take no offense, lol.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 08:16:54 AM
So now I  did a fresh install and I have 3 Random Icons,Marth loaded fine but when I went over the random slot the game froze.

If it works I would see another Marth icon right?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 10:16:01 AM
hmmm...is your wii modded? are you using gecko os to load the game? i didnt modify the stack smash code, which may cause issues. if your not using gecko, that would be a problem lol

also, the bottom should have ike, the 3 pokemon, and then the actual random icon. do you see the extra ike?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 02, 2014, 10:55:50 AM
Oh dear. Looks like I have to try to make a EXModule for Toon Link tonight. Meta Knight and Ganon too.

Still going at a snail's pace so I can ensure I did everything else right.


Title: Re: The BrawlEx Clone Engine
Post by: SpreadTheBlood on January 02, 2014, 12:52:43 PM
(http://img6.imageshack.us/img6/605/gedt.jpg)

Great work PW. Hope I can figure out how to get it to work correctly soon :P Does it work properly with Brawl+? Probably just going to design a custom CSS atm til I feel comfortable enough with the code to actually attempt it haha


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 12:54:32 PM
I am using usb loader gx with ocarina,I can try it on my wii u Vwii using gecko through the homebrew channel.

To not use stack smash I delete the boot.elf and the bin file in:Private/wii/app/rsbe right?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 01:10:08 PM
Well, as long as you dont rename the codes in the 'CODES' folder, then it should be set up to not use stack smash.

i dont know if usb loader gx is causing the problem...it shouldn't be as far as i konw.

but the setup that i had put up for download used gecko os. so you might want to try it that way if its possible.

EDIT: when you tested it last, did it have the extra ike slot?


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 02, 2014, 01:30:52 PM
I am using usb loader gx with ocarina,I can try it on my wii u Vwii using gecko through the homebrew channel.

To not use stack smash I delete the boot.elf and the bin file in:Private/wii/app/rsbe right?
Note that Phantom mentioned this only works when the files are loaded via SD card. BrawlEx reads only SD cards at the moment, so if you're loading them by USB drive, that might be the issue.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 01:46:43 PM
No it's the sd card


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 01:57:30 PM
he's using usb loader to load the game, but the file patch code is still read from the codes folder, and looks to the sdcard for all textures and files including BrawlEx

No it's the sd card

Jade, did you see the extra Ike slot in the bottom row of the CSS?


Title: Re: The BrawlEx Clone Engine
Post by: Kienamaru on January 02, 2014, 02:11:15 PM
Oh dear. Looks like I have to try to make a EXModule for Toon Link tonight. Meta Knight and Ganon too.

Still going at a snail's pace so I can ensure I did everything else right.

That sounds good. Young Link for people like me and Teen Gohan for people like DBZ.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 02:38:43 PM
Nope all I see is random icons that freeze the game.

I tried doing some myself and the original character is a random icon and the 2 bottom random  icons freeze.


Title: Re: The BrawlEx Clone Engine
Post by: ShadowWolf on January 02, 2014, 02:54:49 PM
Nope all I see is random icons that freeze the game.

I tried doing some myself and the original character is a random icon and the 2 bottom random  icons freeze.
Look in the OP at troubleshooting


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 02, 2014, 03:02:56 PM
Has anyone experienced said random CSS issue, yet when you reset it, you get the Marth/IkeEx CSS's?.. It happens often to me, and I want to find out how to keep the Marth/IkeEx there.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 02, 2014, 03:09:00 PM
BrawlEX cant be loaded from a moddified WBFS brawl game????


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 03:12:16 PM
All right, Config files with names in the file name. Excellent. ^_^ Thanks!

Still can't get new fighters to work, even through my SD. D:


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 02, 2014, 03:33:20 PM
Is this Clone Engine Real, suddenly out of nowhere? 100 characters O.O Falcon Punch me, I'm dreaming XD

BTW, could this work with Riivolution, or is the File Patch Code absolutely vital for this mod?


Title: Re: The BrawlEx Clone Engine
Post by: LJSTAR on January 02, 2014, 03:55:47 PM
This. Is. Awesome.
Seems to work "almost" perfectly for me, even if I was a little slow to understand how that work

Just a question, does anyone tried to "clone" and use the Lloyd Irving or Zero PSA ? For some reason, the Lloyd one freeze after stage selection and Zero freeze few frame after the fight started for me (And I did exactly like the 10 others slots I created, which all of them work perfectly) :srs:


Title: Re: The BrawlEx Clone Engine
Post by: Vocroth on January 02, 2014, 04:08:37 PM
Can somebody show us an actual result from this? I want to see how it could look like *-* Video would be appreciated!

EDIT: Also, is this also another version of PM's clone engine? Or is this completely different?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 04:12:53 PM
Can somebody show us an actual result from this? I want to see how it could look like *-* Video would be appreciated!

EDIT: Also, is this also another version of PM's clone engine? Or is this completely different?

i can make a vid and its different from PMs


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 04:35:57 PM
i can make a vid and its different from PMs

SB, please do. :srs:


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 04:40:47 PM
SB, please do. :srs:

alright sure. Im setting up another character, so when I am done I will


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 04:44:54 PM
alright sure. Im setting up another character, so when I am done I will

Thanks. ;D

Is it ok if I post my gct here? So PW can help me find out what I'm doing wrong?


Title: Re: The BrawlEx Clone Engine
Post by: ShadowWolf on January 02, 2014, 05:00:41 PM
I think it would be a good idea if someone just set up all the slots completely. Input any characters over the slots, get the cosmetics working and then we can at least have a working copy to use. Everyone is confused so I feel that that's the best way to help people


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 05:00:48 PM
Hey thanks for the vid!


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 02, 2014, 05:04:51 PM
Will this corrupt your save file?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 05:08:54 PM
Will this corrupt your save file?


No it shouldnt since it saves the character data to the originals

Post Merge: January 02, 2014, 05:13:19 PM
also here is the vid. only has one character because i recorded it before the second was added

Brawl Ex? (http://www.youtube.com/watch?v=y7LihVwZ-GA#)

Ignore the face that my controller disconnects part way through. and that I havent fixed the gfx glitch.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 05:15:09 PM
No, as far as anybody knows so far, this shouldnt do anything to your save file.

it is a completely different clone engine.

Hey thanks for the vid!

jade, you said that you had marth working when you did a clean install correct? if so, that would indicate that the 3 randoms that were left would have been the 3 pokemon and would have had invalid ID's.

so, if the marth clone indeed did work, that would indicate that the BrawlEx engine is at least running. just that something wasn't configured right. and i can look into that. i may have done goofed uploaded something wrong on accident :p

i'll check right now...

EDIT: no, i unzipped everything that i uploaded and did a clean install as well, and it works fine..Your not editing anything in any way before you try to play right?


Title: Re: The BrawlEx Clone Engine
Post by: Dantarion on January 02, 2014, 05:20:57 PM
PW! Your secret project is out! And my post congratulating you is all the way on page 11 or something!

Thanks for the thanks! The work I and others put into making OpenSA made Project M what it is, and it helps us all make progress instead of having 5 people doing independant research on the same thing!

It kinda sucks to see how many people are having trouble with this. Maybe someone could write a "BrawlEx Integrity Checker" app that you run that checks your SD/Folder to see if you have everything in the right place with the right content


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 05:23:55 PM
PW! Your secret project is out! And my post congratulating you is all the way on page 11 or something!

Thanks for the thanks! The work I and others put into making OpenSA made Project M what it is, and it helps us all make progress instead of having 5 people doing independant research on the same thing!

It kinda sucks to see how many people are having trouble with this. Maybe someone could write a "BrawlEx Integrity Checker" app that you run that checks your SD/Folder to see if you have everything in the right place with the right content


Agreed.

I just want to know if it works with Riivo, it I use a USB as my main patcher, but still store my BrawlEx config files in the SD


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 05:25:21 PM
i Might make a video for everyone, explaining how to set it all up and use it.

It's just probably gonna be outdated in a few days is all lol.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 05:28:18 PM
If you have an issue that you think may be caused by BrawlEx, please post the codes and configuration files that you are using so that I may identify the source of the issue and/or determine if the issue is with the setup being used.

I was trying to add a Mario clone and just got a random slot in the mario space and 2 random slots that froze the game.
Here's the CSS code

Code:
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000025
40010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000


Here's what I did

1.I made the CSS icon slot go from 24 to 25 and then I changed the 00 of mario's id to 40,then added the 3F at the bottom.
2.Then I opened the FighterConfig00.dat and renamed it MarioEx calling it Fighter3F.dat
3.I put cosmetic00,CSSslot00 and slot00.dat files and named them with a 3F instead of 00.
4.I edited the module for mario in Exmodules by changing the first 00000000 to 0000003F.
5.I found a mario psa and put the files in private/wii/app/rsbe/fighter/MarioEx


So I have come to the conclusion it took five years to make and it takes five years to understand.

Post Merge: January 02, 2014, 05:38:35 PM
No, as far as anybody knows so far, this shouldnt do anything to your save file.

it is a completely different clone engine.

jade, you said that you had marth working when you did a clean install correct? if so, that would indicate that the 3 randoms that were left would have been the 3 pokemon and would have had invalid ID's.

so, if the marth clone indeed did work, that would indicate that the BrawlEx engine is at least running. just that something wasn't configured right. and i can look into that. i may have done goofed uploaded something wrong on accident :p

i'll check right now...

EDIT: no, i unzipped everything that i uploaded and did a clean install as well, and it works fine..Your not editing anything in any way before you try to play right?

No I didn't edit anything I can redownload though...also would loading through the homebrew channel be different then loading through stacksmash?Marth did not work...


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 05:42:10 PM
1.I made the CSS icon slot go from 24 to 25 and then I changed the 00 of mario's id to 40,then added the 3F at the bottom.

Jade, you didn't have to change mario's ID to 40. 40 is an EX slot, meaning it doesn't exist naturally in game. you only needed to add 3F before the 29.

you also need more then just his PSA. you need his costume file(FitMarioEx00.pac) and his motion file  (FitMarioExMotionEtc.pac).

and yes, loading it through homebrew is the method that i used when i made the download. so it might have something to do with that


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 05:45:03 PM
i can add 1 character. thats it. if i try to add 2, it doesnt read it. its been an hour and a half trying to get the 2nd slot to work. took 5 mins to make the first slot. anyone know why?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 05:45:40 PM
i can add 1 character. thats it. if i try to add 2, it doesnt read it. its been an hour and a half trying to get the 2nd slot to work. took 5 mins to make the first slot. anyone know why?

does the second slot show up at all?


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 02, 2014, 05:50:00 PM
PW! Your secret project is out! And my post congratulating you is all the way on page 11 or something!

Thanks for the thanks! The work I and others put into making OpenSA made Project M what it is, and it helps us all make progress instead of having 5 people doing independant research on the same thing!

It kinda sucks to see how many people are having trouble with this. Maybe someone could write a "BrawlEx Integrity Checker" app that you run that checks your SD/Folder to see if you have everything in the right place with the right content


Good to see you Dant. Things have been pretty busy on this thread as you can see. I'm not too worried about the issues people are having with BrawlEx. Releases like these always have bugs that need to be resolved.

Speaking of bugs, I've released v1.1.0.0 for BrawlEx to fix the article issue. Take warning that the v1.0 ExModules will crash with the new BrawlEx version. Instead, use the v1.1 ExModules included.

I've also updated the Config Utility to v1.2 which adds a toggle whether to use the Final Smash resource file. The previous version would just disable the FS resource. Both MarthEx and IkeEx included in v1.0.0.0 were likely crashing when using their Final Smashes due to not loading their FS resources.


Also, thanks a lot to those that have been helping troubleshoot issues for others while I've been working on the updates.

I also tested your Brawl Minus package on USBLoaderGX, Sammi, and the 2 extra slots were there and functional, so I can confirm that it works on USBLoaderGX.


Oh dear. Looks like I have to try to make a EXModule for Toon Link tonight. Meta Knight and Ganon too.

Still going at a snail's pace so I can ensure I did everything else right.

Of those 3, I think Meta Knight will be the easiest to make. Because he doesn't have any articles, I think you should be able to use nearly the exact same section[8] in Marth's ExModule. Just replace the internal addresses with the ones listed for Metaknight on the OpenSA website. Just remember that the OpenSA documentation lists the instructions as file offsets - you'll need to convert them to section offsets to put into the relocations. You'll also need to offset them by 0x2 as you'll be writing only to the lower half of the instruction.

Toon Link will probably be the hardest. When I was working with Link, there was a bit of crossover between him and TL which makes both of them difficult to port flawlessly.

In any case, let me know if you need any help with them.

Thanks. ;D

Is it ok if I post my gct here? So PW can help me find out what I'm doing wrong?

Go right ahead. That's part of why this thread's here.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 05:51:50 PM
Jade, you didn't have to change mario's ID to 40. 40 is an EX slot, meaning it doesn't exist naturally in game. you only needed to add 3F before the 29.

you also need more then just his PSA. you need his costume file(FitMarioEx00.pac) and his motion file  (FitMarioExMotionEtc.pac).

and yes, loading it through homebrew is the method that i used when i made the download. so it might have something to do with that


I downloaded Mario's other files from the vault and renamed them.

Is that my only problem?
What's this?
To make a "Clone Slot" for the Custom CSS Code, add on 0x40 to the value. For example, to add a second Marth Slot, add 0x40 to 0x11 and get 0x51. This will create a second Marth slot that loads Marth as well.
What does this mean?http://opensa.dantarion.com/wiki/CSS_Slots.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 05:54:18 PM
does the second slot show up at all?

nope. its just the "defaut unedited but shows up as a new slot ebcause of codes" mario. if u look in the vid i posted on teh css, the mario slot there is wha ti get. its just ignoring rosalina


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 02, 2014, 05:55:10 PM
which is the best way to format my sd Card? because as I said before, I made EXBRAWL work, but when I add new files (no EXBRAWL related)  to my SD card, the random Icon problem appears again, this could be because the  EXBRAWL config files are 1kb sized, or not,  I think that It could be the problem

My SD card is formated in FAT with 32 kb cluster size


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 06:00:15 PM
I downloaded Mario's other files from the vault and renamed them.

Is that my only problem?
What's this?
To make a "Clone Slot" for the Custom CSS Code, add on 0x40 to the value. For example, to add a second Marth Slot, add 0x40 to 0x11 and get 0x51. This will create a second Marth slot that loads Marth as well.
What does this mean?http://opensa.dantarion.com/wiki/CSS_Slots.


That particular text from the website isn't relevant to this clone engine. while the data IS technically correct, just use slots 40 and up for your clones and you will be fine. to add a clone to STOCK  css screen. up the value of characters, then add 3F to the end. after that its 40, 41, 42 etc etc..


I also tested your Brawl Minus package on USBLoaderGX, Sammi, and the 2 extra slots were there and functional, so I can confirm that it works on USBLoaderGX.


That's great! im glad its not just working for me. now, i DO have to say that i didnt include an APPS folder with gecko in it. so i will reupload it for anyone who uses the homebrew channel to load GECKO

nope. its just the "defaut unedited but shows up as a new slot ebcause of codes" mario. if u look in the vid i posted on teh css, the mario slot there is wha ti get. its just ignoring rosalina


If it shows up as a mario, THAT is what happened to me when i loaded it with the 'Giga and Company V2' code.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 06:02:16 PM

If it shows up as a mario, THAT is what happened to me when i loaded it with the 'Giga and Company V2' code.
well it shows up as mario for me because well, it laods mario.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 06:06:00 PM
well it shows up as mario for me because well, it laods mario.

is it supposed to load mario..? if not, it's a glitch that i mentioned earlier where it will load all mario's files and everything. it wont crash, it's just acting as a mario slot..


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 06:09:00 PM
is it supposed to load mario..? if not, it's a glitch that i mentioned earlier where it will load all mario's files and everything. it wont crash, it's just acting as a mario slot..
well its supposed to load mario and any other characters of vbraw,l if they files or els are not changed. idk y its doing it for me tho


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 02, 2014, 06:16:33 PM
well its supposed to load mario and any other characters of vbraw,l if they files or els are not changed. idk y its doing it for me tho
i would recheck the config files

also i noticed in ur video that sonic has the same csp's, are the csp's clonable?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 06:19:41 PM
so, your trying to load mario in that slot..? i take it thats not the case though since your saying its not working..

hmmm..what i meant to say is, the slot wont work as intended if the giga and company css fix code is there as well. it will always load mario, regardless of who it's supposed to be loading. my advice is to check to see if that code is in your codeset, and if its not, could you post your codelist here?

also i noticed in ur video that sonic has the same csp's, are the csp's clonable?

The cloned slot will take the csp from the host character that it was based on, though there is probably a way to change it.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 06:23:10 PM
i would recheck the config files

also i noticed in ur video that sonic has the same csp's, are the csp's clonable?

Yes and no. you can replace teh csps some how, but the icons are all teh same. ASF1nk showed me.

and i checked, double checked, and triple checked the files.

so, your trying to load mario in that slot..? i take it thats not the case though since your saying its not working..

hmmm..what i meant to say is, the slot wont work as intended if the giga and company css fix code is there as well. it will always load mario, regardless of who it&#039;s supposed to be loading. my advice is to check to see if that code is in your codeset, and if its not, could you post your codelist here?

The cloned slot will take the csp from the host character that it was based on, though there is probably a way to change it.

ooohhhhhhh i see. i will go do that


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 06:30:30 PM
All righty, PW. ;D

https://www.mediafire.com/?ao24545ovdasfvi (https://www.mediafire.com/?ao24545ovdasfvi)

I downloaded Mario's other files from the vault and renamed them.

Is that my only problem?
What's this?
To make a "Clone Slot" for the Custom CSS Code, add on 0x40 to the value. For example, to add a second Marth Slot, add 0x40 to 0x11 and get 0x51. This will create a second Marth slot that loads Marth as well.
What does this mean?http://opensa.dantarion.com/wiki/CSS_Slots.


I'm not sure, but I think you also need to edit the rel?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 06:32:12 PM
woot woot it worked. THAT was my problem


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 02, 2014, 06:33:44 PM
This is SO confusing.
It might sound super dumb, but I just don't get what to do.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 06:36:20 PM
This is SO confusing.
It might sound super dumb, but I just don't get what to do.

you and 99% of the people who see this thread.

i'll make a video on how to set it all up


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 02, 2014, 06:38:06 PM
So...
What CSS codes will we need to turn off for the custom CSS to work?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 06:42:48 PM
So...
What CSS codes will we need to turn off for the custom CSS to work?

pretty much anythign relating to alloys, pokemon trainer, warioman, gkoopa


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 06:46:33 PM
So...
What CSS codes will we need to turn off for the custom CSS to work?

The only CSS code i have had the issue with so far is the 'giga and company css fix' code.
Though any code that might alter your CSS in any way will probably cause issues.

The Independent pokemon engine PROBABLY will cause issues. the alloys and GIGA company code will probably alter it as well. and any other kind of CSS expansion codes will definitely cause issues


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 02, 2014, 06:54:33 PM
So just disable all codes related to the CSS and add the codes provided?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 06:56:51 PM
alright guys. im going to stream me using and adding characters. if u want to see how to add them, feel free to drop buy. im also in a call with shadowwolf, so dont mind him


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 06:59:22 PM
So just disable all codes related to the CSS and add the codes provided?

you should only need to disable CSS expansion codes, the independant pokemon engine, Giga and company, and the Giga and Company CSS fix V2.


Title: Re: The BrawlEx Clone Engine
Post by: Vocroth on January 02, 2014, 06:59:42 PM
So can you change GFX stuff? Like BPs, CSPs, Character icons? Or SFX stuff like their voices? Is this fully functional like the PM clone engine?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 07:02:46 PM
alright guys. im going to stream me using and adding characters. if u want to see how to add them, feel free to drop buy. im also in a call with shadowwolf, so dont mind him

I'd love to, but I forgot the link. ^^;


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 07:05:16 PM
I'd love to, but I forgot the link. ^^;


how derp of me

http://www.twitch.tv/sonicbrawler (http://www.twitch.tv/sonicbrawler)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 07:05:34 PM
So can you change GFX stuff? Like BPs, CSPs, Character icons? Or SFX stuff like their voices? Is this fully functional like the PM clone engine?

Currently, i have no idea if you can change sounds, gfx, or CSPs. and what do you mean by fully functioning? if you mean stable...yea its pretty stable. just currently kinda complicated for  some people to understand how to get working. other then that, the only downside is that you can only clone characters that he has included modules for in the download.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 02, 2014, 07:06:19 PM
how derp of me

[url]http://www.twitch.tv/sonicbrawler[/url] ([url]http://www.twitch.tv/sonicbrawler[/url])


You should also post that on Youtube.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 07:12:44 PM
i will probably be making a video as well, which i will upload and link here when its done.

until then, for people using gecko, the download i posted earlier should work


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 02, 2014, 07:29:53 PM
Just to make it clear (I don't use this Clone Engine yet, but that doesn't matter):

BP's and CSP's cannot be changed yet. If they can, they will be replacing someone's else, as in Project M.

SFX cannot be changed because there isn't a free SFX slot.

There is a way, however, to make them have their own SFX.
What Project M did, was to make (or modify an existing) Mewtwo and changed his SFX ID to match Galleom's.
Then, I don't know if they made a code so Mewtwo had Galleom's SFX, then decided to change Galleom's voice.
They did the same thing for Roy, but instead of Galleom, they used Duon.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 07:50:02 PM
Whose BP's and CSP's did project m change?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 02, 2014, 08:05:52 PM
You should also post that on Youtube.

sure


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 08:07:22 PM
I think I got this pinned.

Only thing is, I need to figure out how to edit the ft_marth BX rel.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 02, 2014, 08:09:17 PM
I think I got this pinned.

Only thing is, I need to figure out how to edit the ft_marth BX rel.
PW's Module Editor.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 08:10:55 PM
Where is it?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 02, 2014, 08:20:54 PM
Whose BP's and CSP's did project m change?

Probably Pokemon Trainer and another one.
I don't know.
In the case of the BP's, probably the ones of the Alloys.


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 02, 2014, 08:36:55 PM
I'm so confused. I just want an extra Peach slot for Rosalina.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 08:42:05 PM
*sigh* I give up for now. With the CSS code activated my game freezes when I try to access the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 08:49:06 PM
aaallllrrriiiggghhtttt i just got done with the tut..actually was a lil excessive, but hey..i wanted to cover everything and make it as noob friendly as possible :P i'll upload it when its done rendering out


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 02, 2014, 08:50:37 PM
aaallllrrriiiggghhtttt i just got done with the tut..actually was a lil excessive, but hey..i wanted to cover everything and make it as noob friendly as possible :P i'll upload it when its done rendering out

You know how much I might want to hug you right now, right? ;)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 02, 2014, 08:53:31 PM
I couldn't watch the whole stream because my internet started to fail.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 08:57:02 PM
heh, well i wanted to make sure everyone could enjoy this :D it really is an amazing thing!


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 09:34:47 PM
Is the video almost ready?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 02, 2014, 09:45:42 PM
Which video?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 09:59:03 PM
BrawlEX Clone Engine [tutorial] Step-By-Step (http://www.youtube.com/watch?v=j2vAwKuATOk#)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 02, 2014, 10:30:04 PM
Next time, for vBrawl.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 02, 2014, 10:55:25 PM
i may make a followup video to this that will be MUCH shorter, and use vbrawl instead.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 02, 2014, 11:04:40 PM
A few questions:

1: Is this compatible with Project M and Brawl+ ?

2: Do characters added on this still have the graohical issues that most rel ports do?

3: I know this has already been asked once or twice, but is it possible/going to be possible to add imagery (csp, bp icons, etc) for characters? And is it possible to add voice packs for these added characters?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 02, 2014, 11:13:24 PM
i may make a followup video to this that will be MUCH shorter, and use vbrawl instead.

You should, because Brawl- codes are not the same used on vBrawl.
There are differences.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 02, 2014, 11:45:03 PM
Very nice video,can't check if it worked since my iso is still copying...can't wait to test though.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 12:05:22 AM
:( I tried to make a Ex Module of Meta Knight for my old Gray Fox mod and I think there are problems cause highlighting the icon on the CSS crashes the game... can anyone help me? Bear in mind that I'm using Module ID of 97 and a Character ID of 46.

http://www.mediafire.com/download/zuqn6swin37q261/ft_cyborg.rel (http://www.mediafire.com/download/zuqn6swin37q261/ft_cyborg.rel)

Here are the assets I'm using for that BTW.

http://www.mediafire.com/download/9pjqzd2s2a7csos/Cyborg%20Assets.rar (http://www.mediafire.com/download/9pjqzd2s2a7csos/Cyborg%20Assets.rar)

Why not 3F? Long Story short I had other characters I wanted to put in but didn't insert yet and didn't want to reroute those IDs to fit the character ID of 3F. The others just happened to be put in before Gray Fox(which I label Cyborg to be consistent with his Brawl Assist Trophy filenames).


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 03, 2014, 12:50:36 AM
I tried adding a new Peach slot by following the video, but I feel like its not loading. I know it's supposed to take longer for it to start, but this just feels ridiculous!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 12:55:55 AM
I tried adding a new Peach slot by following the video, but I feel like its not loading. I know it's supposed to take longer for it to start, but this just feels ridiculous!

where does it stop loading? css, or stage selection?


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 03, 2014, 01:00:32 AM
where does it stop loading? css, or stage selection?
It stops in Gecko. It says, "SD Codes found. Applying," and hasn't moved anywhere past that.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 01:05:25 AM
What css code did you use? was it from the Brawl minus max build? if it was, then you must have made an error in the css code.


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 03, 2014, 01:07:04 AM
It was from Brawl Minus. Welp, I guess I'm starting over -_-


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 01:16:27 AM
make sure that 29 is the LAST number in the code before they turn into 0's

and also make sure that your increasing the right section of code from 28 to 2A

Post Merge: January 03, 2014, 01:33:19 AM
hey PW, how would i go about converting the file offsets that are specified on OpenSa, to section offsets? i would like to try to create a Metaknight module and see how it goes..


Title: Re: The BrawlEx Clone Engine
Post by: FQuintanilla14 on January 03, 2014, 02:12:38 AM
*sigh* well, Rosalina's not happening. UNLESS...... there's some generously kind person out there willing to try for me? <3


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 03, 2014, 03:11:18 AM
Nice video Sammi-husky, I think that should help clarify a lot of the confusion surrounding BrawlEx


Hey PW, how would i go about converting the file offsets that are specified on OpenSa, to section offsets? i would like to try to create a Metaknight module and see how it goes..


:( I tried to make a Ex Module of Meta Knight for my old Gray Fox mod and I think there are problems cause highlighting the icon on the CSS crashes the game... can anyone help me? Bear in mind that I'm using Module ID of 97 and a Character ID of 46.

[url]http://www.mediafire.com/download/zuqn6swin37q261/ft_cyborg.rel[/url] ([url]http://www.mediafire.com/download/zuqn6swin37q261/ft_cyborg.rel[/url])

Here are the assets I'm using for that BTW.

[url]http://www.mediafire.com/download/9pjqzd2s2a7csos/Cyborg%20Assets.rar[/url] ([url]http://www.mediafire.com/download/9pjqzd2s2a7csos/Cyborg%20Assets.rar[/url])

Why not 3F? Long Story short I had other characters I wanted to put in but didn't insert yet and didn't want to reroute those IDs to fit the character ID of 3F. The others just happened to be put in before Gray Fox(which I label Cyborg to be consistent with his Brawl Assist Trophy filenames).


It looks like Eternal Yoshi already beat you to it Sammi. The module EY made was for Metaknight.

Converting file offsets to section offsets is as simple as finding the offset of the section in the file and subtracting it from the file offset specified on the OpenSA website. Section[1], the assembly section, is usually located at 0xCC in the file - but that's not a hard rule.

In any case, thanks for posting the files you were dealing with EY. The crashing for when you were trying to load up Grey Fox was partially due to that conversion. It looks like you were subtracting 0xD4 from the OpenSA offsets instead of 0xCC.

There were a few other things that needed to be resolved before it was running properly. I've gone and detailed it all in the PM I sent you. Let me know when you're ready to make a final release of it and I'll add it to the BrawlEx package.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 03, 2014, 05:21:50 AM
 i feel stupid saying that a clone engine could never happen. really stupid. i digress though and i'm eating my own foot.

onto a serious question. Will this work on a Wii without memory contraints? i could use Dolphin anytime i want. i just do not have any computer controllers. if this works on the wii flawlessly without errors. what is the suggested character cap i should stop at?

still, 100 possible characters? this is too good to be true. though i read it was 50 on the maximum  CSS.

in theory i could make Marth have 2 different PSA's? eg the first 6 costumes are standard unedited marth. but a 7th costume could be Elemental marth? 2psa's one slot?


Title: Re: The BrawlEx Clone Engine
Post by: ♤♡◇♧ on January 03, 2014, 05:27:34 AM
Not exactly like that, but there are codes that enable you to load a different moveset depending on what button combination you're holding when selecting a character.

In any case, I just want to congratulate Phantom Wings on this amazing project, and (again) thank him for all the work he has done over the years.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 03, 2014, 05:34:25 AM
Not exactly like that, but there are codes that enable you to load a different moveset depending on what button combination you're holding when selecting a character.

hm, sort of like that old "clone" engine from the old days. where you could hold down X or Y and get a different PSA but only that psa when selected. (seeing how this is in the early stages, mind looking into a way for what i suggested to work?)

In any case, I just want to congratulate Phantom Wings on this amazing project, and (again) thank him for all the work he has done over the years.

even though i'm arrogant and a little butt-headed. i have to thank you as well Phantomwings. you've given us all the tools and codes necessary for us to have fun and create our own stuff. we all thank you in our own weird way. but i'll thank you most of all for working on this while you have some butt-headed brawlers.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 03, 2014, 08:01:36 AM
damn I am having some troubles with this!!!

I early tried BrawlEx with a Brawl non modified wbfs, and it worked
now I am trying again, but with a modified iso (Stage expansion 2.0, Cbliss ready), and I am
getting freezes before entering to the css, damn!,
Cbliss modifies selcharacter_en, selmap_en, and in my case the common5_en, that could be the problem? because I am really getting sick with this xD,. I am making a new wbfs, but with the original selcharacter_en, and a selmap modified for Stage expansion 2.0 only, (but I left some CBLISS modified files around, -_-)


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 03, 2014, 11:19:02 AM
well im streaming again. adding a 5th character. http://www.twitch.tv/sonicbrawler (http://www.twitch.tv/sonicbrawler)


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 03, 2014, 11:23:04 AM
This is absolutely incredible - I'll have to try it out in a little while, but first I'm gonna watch that stream and tutorial video.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 03, 2014, 12:01:23 PM
As for the Gamecube controller desync bug, I think it's the File Patch 3.5.1b code that's causing it.

Because I removed everything relating to BrawlEx except the File Patch 3.5.1b code, and I still got the occasional desync.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 12:13:52 PM
damn I am having some troubles with this!!!

I early tried BrawlEx with a Brawl non modified wbfs, and it worked
now I am trying again, but with a modified iso (Stage expansion 2.0, Cbliss ready), and I am
getting freezes before entering to the css, damn!,
Cbliss modifies selcharacter_en, selmap_en, and in my case the common5_en, that could be the problem? because I am really getting sick with this xD,. I am making a new wbfs, but with the original selcharacter_en, and a selmap modified for Stage expansion 2.0 only, (but I left some CBLISS modified files around, -_-)

CBLISS isn't compatible with this unfortunately, so that could be your problem


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 12:42:23 PM
You know, I can understand everything of this but the code.
The code is the part I can't understand.
I don't know how to edit those types or codes, nor hexing.
And Brawl- is different from vBrawl.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 12:56:56 PM
i will be making a vbrawl tut later today, hopefully that will clear some issues, as people can follow that one exactly


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 01:05:40 PM
i will be making a vbrawl tut later today, hopefully that will clear some issues, as people can follow that one exactly

Everything in your tutorial for Brawl Minus was the same as I expected, but the coding part was totally different.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 01:14:23 PM
Everything in your tutorial for Brawl Minus was the same as I expected, but the coding part was totally different.

For vBrawl, just use the default css code in the OP, add one to the icon count number, then add a number you want to use for the ID of that slot right before the 0's start. if just one extra slot, you should add 3F.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 01:25:03 PM
You mean, this:
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000024
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000

To add one extra slot.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 03, 2014, 01:26:13 PM
Change the line

06680DE0 00000024

to

06680DE0 00000025.

You have to add 1 to the end for each slot you add.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 01:32:33 PM
This is how I get it:
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000025
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 03, 2014, 01:35:20 PM
That's how I've got mine, and it's working, so yeah.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 01:37:52 PM
This is how I get it:
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000025
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000

That should be perfect


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 02:44:37 PM
I got the module fixed and tested it on Dolphin, and I got...... an extra slot that loads Independent Charizard.....


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 03, 2014, 02:55:01 PM
I got the module fixed and tested it on Dolphin, and I got...... an extra slot that loads Independent Charizard.....

Lolwut O.o How exactly is that fixed? XD


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 03, 2014, 02:55:23 PM
Thought this was pretty funny. I used 3 cloned characters (Marth, Ike, Sonic) and used Pictochat. It said "Now Entering: RSBE01"

(http://i.imgur.com/0OOHbb2.png)


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 03, 2014, 03:08:25 PM
This probably doesn't affect this,but is there a certain format your sd card needs to be?

I'm going to watch that video again later.


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 03, 2014, 03:18:11 PM
I'm not sure if it has to be a specific format. I use FAT and have never experienced issues SD card related.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 03:18:48 PM
hey everyone, the vBrawl tutorial is done. its live here BrawlEx Clone Engine [tutorial] (vBrawl) step-by-step (http://www.youtube.com/watch?v=UoWad-wuqFs#)

i really didnt want to wait an hour for 1080 to render and upload, so this is a little less quality. still 720 though


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 03, 2014, 05:44:30 PM
hey Module editor 3.3 link is down..


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 03, 2014, 05:45:43 PM
It seems to be working for me. Try again.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 03, 2014, 05:48:39 PM
It seems to be working for me. Try again.

I tried again and It didnt work, I was using Opera browser
then I tried with Chrome, and it worked, It seems that my Opera does not like
the dropbox page -_-, sorry ..


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 03, 2014, 05:49:22 PM
im streaming again and lucas is still being a pain

http://www.twitch.tv/sonicbrawler (http://www.twitch.tv/sonicbrawler)


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 07:05:50 PM
The fact that the slot showed up as a ROB icon has brought to my attention that I may have used the wrong CSS or Cosmetic file as a template. I'm gonna correct that and try again.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 07:08:40 PM
YO PW
i noticed that in ur test files u didnt include the edited rels in the module folder
you only include the core rels


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 07:18:20 PM
BTW I've noticed that the Primary Fighter values that are used in the CSS Slot Config are nearly identical to the Character ID values for used in Event Match files.

Code:
00 Mario
01 Donkey Kong
02 Link
03 Samus
04 Zero Suit Samus
05 Yoshi
06 Kirby
07 Fox
08 Pikachu
09 Luigi
0A Captain Falcon
0B Ness
0C Bowser
0D Peach
0E Zelda
0F Sheik
10 Ice Climbers
11 Popo
12 Nana
13 Marth
14 Mr. Game & Watch
15 Falco
16 Ganondorf
17 Wario
18 Metaknight
19 Pit
1A Pikmin & Olimar
1B Lucas
1C Diddy Kong
?? Charizard
1E Charizard (Trainer Independant)
?? Ivysaur
20 Ivysaur (Trainer Independant)
?? Squirtle
22 Squirtle (Trainer Independant)
23 Dedede
24 Lucario
25 Ike
26 Robot
27 Jigglypuff
28 Toon Link
29 Wolf
2A Snake
2B Sonic
2C Giga Bowser
2D WarioMan
2E ZakoRed
2F ZakoBlue
30 ZakoYellow
31 ZakoGreen
32 Mario(Debug Mario???)
3E None/Choose your Character
48 Pokemon Trainer
49 Samus or Zero Suit Samus
4A Zelda or Sheik


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 03, 2014, 07:41:26 PM
(http://i.imgur.com/vQdHQFG.png)

I kept trying Lucas, it wouldnt work. Decided to use it in dolphin, got this. artcile problems?


Title: Re: The BrawlEx Clone Engine
Post by: LJSTAR on January 03, 2014, 07:47:34 PM
The fact that the slot showed up as a ROB icon has brought to my attention that I may have used the wrong CSS or Cosmetic file as a template. I'm gonna correct that and try again.

Using the "Cosmetic file" of the character that you are porting isn't required
You can, for example, use Charizard's Cosmetic file even if the character itself isn't Charizard.
For example :
(http://i.imgur.com/jVgrJXV.png)


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 03, 2014, 07:50:16 PM
I am done with this, I need some help, what I did wrong here?

http://www.putlocker.com/file/93FA4B7DA92FD01F (http://www.putlocker.com/file/93FA4B7DA92FD01F)  --- contains my private folder

I think I did everything right,.. any help would be appreciated

EDIT

Damn some test files would be helpful, but there are no test files on Brawlex 1.1.1.0 -_-


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 08:13:43 PM
Using the "Cosmetic file" of the character that you are porting isn't required
You can, for example, use Charizard's Cosmetic file even if the character itself isn't Charizard.
For example :
([url]http://i.imgur.com/jVgrJXV.png[/url])


Oh. I see now. Lemme just use MK's stuff unedited and retry.

Edit: Still crashing when I try to hover over the slot; why is the slot using ROB's Icon when Meta knight is the host character?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 08:20:19 PM
I did all of this to have a Marth clone, but what I see in my CSS is just another Random Icon.
Why?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 08:27:26 PM
Hi Guys,
The forbidden seven finally make it to brawl!!!
Well only 3 at the moment because we need the rest of the EXmodules to inject the other characters.
The other forbidden characters are:  Toon Zelda, Toon Sheik,  Plusle and Minun(over Ice Climbers), and Dixie Kong.
I made a pack with 3 of the forbidden seven for you (Dr.Mario, Mewtwo, Roy)
You can download them here (http://sdrv.ms/1e2tLFu)
Every thing you need is there
(brawl ex files, pf folder with the structure of correct files, psa's, costumes etc.)
Note: do not use the Character fix id code, it was giving me problems.  Its not included int the gct file by the way.
I havent tried them on the wii, but it worked on dolphin.
You should be able to just place the pf folder in your setup and have it working.
I didnt include the slotconfig and cosmeticconfig files so you will see several marios, the last one being random.  I didnt see a point in going through it if the CSP's are not cloneable at the moment.  But you are more than welcome to add and edit those files if you want to see who your character is based on.
Have some fun!

Credits:
PW For BrawlEx

Dr.Mario-Ike Lawliet with credit to Dingoberriz, GameWatching (also pako1034, Oni Kage)

Roy-Thany with credit to Albafika, Data Drain02, SJS, TehSqueeMistro, Oshtoby, WaveKusanagi, Eternal Yoshi, Reaver Industries, Infernape99, Tabuu Forte Akugun, KingJigglypuff, Magus420, SHeLL, camelot, goodoldganon, TheCape, Leafgreen386, tsunami70857, PhantomWings, BlackJax96

Mewtwo-agfanproduction, vaanroose,
(http://i.imgur.com/3rY5hWi.png)


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 08:52:23 PM
Huh? I think there's a coding conflict somewhere. The slots that I add aren't using the correct cosmetics.... I mean I didn't clone Ivysaur and Lucario.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 08:53:25 PM
I still can't get my cloned Marth to show up on the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 03, 2014, 08:54:57 PM
If it shows up as a random slot, just keep restarting the game until it shows up as Marth. Sometimes BrawlEx doesn't start up properly and just gives a random slot instead of the characters.

By the way - do we know if Replacement Soundbank Engine works with this yet? I've got Project M's Roy working surprisingly flawlessly aside from the silence, so I was wondering if you could still assign him Galleom's soundbank and replace his sounds with Roy's.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 08:57:12 PM
Yeah you can; just edit the FighterConfig to load the proper sound bank ID.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 03, 2014, 08:58:07 PM
Alright, I'll try that out. Thanks.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 08:59:49 PM
i was getting randoms when i wasnt putting in the fighter.dat files in the fighterconfig folder, instead i was putting them in the root of the brawlex folder


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 09:02:38 PM
Removing my other codes didn't do any good; still a ROB icon that I didn't use the cosmetics for and still crashes the game upon selection; I'm gonna take a better look in Dolphin.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 03, 2014, 09:03:02 PM
Huh? I think there's a coding conflict somewhere. The slots that I add aren't using the correct cosmetics.... I mean I didn't clone Ivysaur and Lucario.

thats a common problem. just retry till it works, or try removing 1 slot on teh css code


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 09:07:49 PM
Good News:
I just tried the sound code RSBE, the old one because i havent updated it, and it works with BrawlEx.  Which means sfx is still a possibility...

Also, is 3F even a correct id?
Reason why i ask is because Mario is the first in the roster and his clone id by default is 40.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 09:12:10 PM
Got it to work.
BTW, is there a possibility to make a Marth clone(for example) to share CSS icons with those of Pokemon Trainer or the Pokemon instead of Marth's?


Title: Re: The BrawlEx Clone Engine
Post by: Kingskull95 on January 03, 2014, 09:12:41 PM
Hi Guys,
The forbidden seven finally make it to brawl!!!
Well only 3 at the moment because we need the rest of the EXmodules to inject the other characters.
The other forbidden characters are:  Toon Zelda, Toon Sheik,  Plusle and Minun(over Ice Climbers), and Dixie Kong.
I made a pack with 3 of the forbidden seven for you (Dr.Mario, Mewtwo, Roy)
You can download them here ([url]https://iyeclw.dm2303.livefilestore.com/y2mp0wh-YbxiDPxEQZR7ZUbIS4E9p9gooITN85pAYUDG3WIzPKDxNEgJUaTBgADnYQ-V6oX1bbNW0l0ZAjZG2WX-4N-QR5IQPPQUB1x3Wj9kww/3oftheForbiddenSeven.zip?download&psid=1[/url])
Every thing you need is there
(brawl ex files, pf folder with the structure of correct files, psa's, costumes etc.)
I havent tried them on the wii, but it worked on dolphin.
You should be able to just place the pf folder in your setup and have it working.
I didnt include the slotconfig and cosmeticconfig files so you will see several marios, the last one being random.  I didnt see a point in going through it if the CSP's are not cloneable at the moment.  But you are more than welcome to add and edit those files if you want to see who your character is based on.
Have some fun!

Credits:
PW For BrawlEx

Dr.Mario-Ike Lawliet with credit to Dingoberriz, GameWatching (also pako1034, Oni Kage)

Roy-Thany with credit to Albafika, Data Drain02, SJS, TehSqueeMistro, Oshtoby, WaveKusanagi, Eternal Yoshi, Reaver Industries, Infernape99, Tabuu Forte Akugun, KingJigglypuff, Magus420, SHeLL, camelot, goodoldganon, TheCape, Leafgreen386, tsunami70857, PhantomWings, BlackJax96

Mewtwo-agfanproduction, vaanroose,
([url]http://i.imgur.com/3rY5hWi.png[/url])



i tried this and it gives me 3 randoms (that freeze)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 09:13:08 PM
Good News:
I just tried the sound code RSBE, the old one because i havent updated it, and it works with BrawlEx.  Which means sfx is still a possibility...

Also, is 3F a correct id?
Reason why i ask is because Mario is the first in the roster and his clone id by default is 40.

Yes it is.
3F is the ID for the first clone.
40 for the 2nd, and so on.

Post Merge: January 03, 2014, 09:13:51 PM
i tried this and it gives me 3 randoms (that freeze)

Keep restarting the game until you get them.
I tried it once, and it helped.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 03, 2014, 09:14:30 PM
Ok still getting random icons I will keep trying
Here (https://www.dropbox.com/s/m5cakprvwhr1st7/%5BProject%5D%20Melee%20Mewtwo%20Alpha%20v2.00%20%28Project%20Melee%20%26%20Brawl%2B%20Final%20Version%29.rar) is the Mewtwo over Lucario mod that I used.
My codes and private folder can be found here (https://www.dropbox.com/s/iuaa8kp46d4wwmt/BrawlEx%20Mewtwo.zip).

I see lucas then 2 randoms next to each other that freeze.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 09:16:45 PM
Yes it is.
3F is the ID for the first clone.
40 for the 2nd, and so on.
let me clarify
mario has a value of 00, add 40 to clone him and it turns into 40.(adding 40 to a character makes a clone slot by default in the old cloning ways)  U can check Asfink's extra slot thread for more info.
mario is the first in the roster, so who is 3f? (3f is a value lower than 40)

i tried this and it gives me 3 randoms (that freeze)
u may wanna put that in a spoiler
so it may not work on the wii, can someone with dolphin test it?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 09:21:14 PM
let me clarify
mario has a value of 00, add 40 to clone him and it turns into 40.(adding 40 to a character makes a clone slot by default in the old cloning ways)  U can check Asfink's extra slot thread for more info.
mario is the first in the roster, so who is 3f? (3f is a value lower than 40)

3F is for every character.
It doesn't matter whom.


Title: Re: The BrawlEx Clone Engine
Post by: Kyouma on January 03, 2014, 09:22:54 PM
can someone with dolphin test it?
where did you try it?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 09:25:01 PM
I just tried the 3F Slot where I put a Pit Clone there and out comes another random slot. What could this mean if the codes I'm using aren't clashing with this and that this keeps happening even AFTER formatting the SD card?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 03, 2014, 09:25:50 PM
I just tried the 3F Slot where I put a Pit Clone there and out comes another random slot. What could this mean if the codes I'm using aren't clashing with this and that this keeps happening even AFTER formatting the SD card?

what codes are you using?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 09:26:28 PM
I just tried the 3F Slot where I put a Pit Clone there and out comes another random slot. What could this mean if the codes I'm using aren't clashing with this and that this keeps happening even AFTER formatting the SD card?

Try to restart the game until you get the correct Icons.

Post Merge: January 03, 2014, 09:28:03 PM
Hey SonicBrawler. How can you change the Portraits?
You know, to make Sonic (for example) to have Charizard's CSP (for example)?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 03, 2014, 09:29:30 PM
here (https://iyeclw.dm2303.livefilestore.com/y2mp0wh-YbxiDPxEQZR7ZUbIS4E9p9gooITN85pAYUDG3WIzPKDxNEgJUaTBgADnYQ-V6oX1bbNW0l0ZAjZG2WX-4N-QR5IQPPQUB1x3Wj9kww/3oftheForbiddenSeven.zip?download&psid=1)



That link isn't working all it did was open a new tab with the url in the box...Is it possible you could upload somewhere else?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 03, 2014, 09:30:09 PM
Try to restart the game until you get the correct Icons.
This. Sometimes BrawlEx doesn't start up properly and shows only random icons. In fact, I'd say it starts up for me correctly less often than it shows the random icons.

I've just tried the RSBE code with that PM Roy slot that I cloned from Marth. While RSBE works (I went into Boss Battles to check it - the sound effects are there), the sound effects don't seem to show up in actual Brawls even after I changed Roy's soundbank in FighterConfig to match Duon's. Is there somewhere else that the soundbank needs to be changed at?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 09:39:34 PM
where did you try it?

dolphin
but i think i figured out the problem, if someone wants to try it in the wii make sure to just use the css code and the upgraded file patch code

also link is fixed:
http://sdrv.ms/1e2tLFu (http://sdrv.ms/1e2tLFu)


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 09:44:29 PM
Try to restart the game until you get the correct Icons.

Post Merge: January 03, 2014, 09:28:03 PM
Hey SonicBrawler. How can you change the Portraits?
You know, to make Sonic (for example) to have Charizard's CSP (for example)?

Still not doing any good. Hovering over that one will also crash the game right away. I wonder if Dolphin can shed light on why.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 03, 2014, 09:44:59 PM
Still not doing any good. Hovering over that one will also crash the game right away. I wonder if Dolphin can shed light on why.
yeah dolphin helps a lot


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 03, 2014, 09:45:42 PM
([url]http://i.imgur.com/vQdHQFG.png[/url])

I kept trying Lucas, it wouldnt work. Decided to use it in dolphin, got this. artcile problems?


That does indeed look like the output for an article problem. The only thing I can think of is that you're using a v1.1 module with v1.0.0.0 BrawlEx or you're using a v1.0 module with v1.1 BrawlEx. Either of those cases would cause any and all articles to fail. Either that, or something in Lucas' ExModule has been modified that shouldn't have been.

I actually have a Lucas clone running right now, so I can confirm that the module works.

Using the "Cosmetic file" of the character that you are porting isn't required
You can, for example, use Charizard's Cosmetic file even if the character itself isn't Charizard.
For example :
([url]http://i.imgur.com/jVgrJXV.png[/url])


That's a pretty cool looking CSS. Be sure to post a pic of it when you've finalized the layout.


I am done with this, I need some help, what I did wrong here?

[url]http://www.putlocker.com/file/93FA4B7DA92FD01F[/url] ([url]http://www.putlocker.com/file/93FA4B7DA92FD01F[/url])  --- contains my private folder

I think I did everything right,.. any help would be appreciated

EDIT

Damn some test files would be helpful, but there are no test files on Brawlex 1.1.1.0 -_-


Thanks for including the files you're using.

I replaced my own private directory with the one you posted and MarthEx and IkeEx worked just fine for me, so the problem seems like it's either to do with your CustomCSS code or some other code that's causing a conflict with BrawlEx.


Oh. I see now. Lemme just use MK's stuff unedited and retry.

Edit: Still crashing when I try to hover over the slot; why is the slot using ROB's Icon when Meta knight is the host character?


That sounds pretty odd.

Just to clarify, there is a difference between when it crashes when highlighting the icon and when it crashes when selecting the icon. If it crashes when highlighting the icon, then the icon doesn't have any CSPs for the character besides the icon itself meaning that either the icon is improperly configured or there's something wrong with your sc_selchar.pac resource. If it crashes immediately when you select the icon, then there is something wrong with the module for the character.

In either case, try simply loading up the CSS without using any config files at all. If the icon shows up as the default Mario, then there's something wrong with the config files you're using. If the icon still shows up as ROB, then the problem either lies with your copy of BrawlEx or the CustomCSS code you're using.

I did all of this to have a Marth clone, but what I see in my CSS is just another Random Icon.
Why?


A random icon that crashes when you highlight it means that BrawlEx hasn't been loaded. Double check that you have both the latest version of bx_fighter.rel and common2.pac and they are located in the correct place in your patching directory. Also make sure that you're using the File Patch Code v3.5.1b.

Good News:
I just tried the sound code RSBE, the old one because i havent updated it, and it works with BrawlEx.  Which means sfx is still a possibility...

Also, is 3F even a correct id?
Reason why i ask is because Mario is the first in the roster and his clone id by default is 40.


Good to hear that BrawlEx is compatible with the Replacement Sound Bank Engine.

While older versions of the Clone Engine used that numbering format, BrawlEx instead just allows you to use any id to replace any character. 0x3F just happens to be the first empty id after all of the regular existing ids in VBrawl (The last id, 0x3E, is a special id assigned to None, meaning that no character will be loaded up for the player if that id is selected.).

As it happens, BrawlEx treats all character slots and ids equally meaning that there is no difference between a clone slot and a regular slot besides how they are configured by default. However, ExSlots do have the advantage of being aligned across their different configuration types.


Ok still getting random icons I will keep trying
Here ([url]https://www.dropbox.com/s/m5cakprvwhr1st7/%5BProject%5D%20Melee%20Mewtwo%20Alpha%20v2.00%20%28Project%20Melee%20%26%20Brawl%2B%20Final%20Version%29.rar[/url]) is the Mewtwo over Lucario mod that I used.
My codes and private folder can be found here ([url]https://www.dropbox.com/s/iuaa8kp46d4wwmt/BrawlEx%20Mewtwo.zip[/url]).

I see lucas then 2 randoms next to each other that freeze.



Thank you for including your sd card files.

You don't have either System\Common2.pac or Module\bx_fighter.rel in your pf directory. Those two files are necessary to run BrawlEx. I can confirm that he loads after adding those two files to your pf directory.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 09:46:43 PM
This. Sometimes BrawlEx doesn't start up properly and shows only random icons. In fact, I'd say it starts up for me correctly less often than it shows the random icons.

I've just tried the RSBE code with that PM Roy slot that I cloned from Marth. While RSBE works (I went into Boss Battles to check it - the sound effects are there), the sound effects don't seem to show up in actual Brawls even after I changed Roy's soundbank in FighterConfig to match Duon's. Is there somewhere else that the soundbank needs to be changed at?
thats odd
it always loads for me
at least in dolphin
i dont even have lag at the startup
just a little before the match but that can just be my slow dolphin


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 03, 2014, 09:47:53 PM
thats odd
it always loads for me
at least in dolphin
i dont even have lag at the startup
just a little before the match but that can just be my slow dolphin
Hmm, it could be a wii thing, then, since I don't use dolphin.


Title: Re: The BrawlEx Clone Engine
Post by: Albafika on January 03, 2014, 09:51:29 PM
One more post, PhantomWings! It better be a good one!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 09:54:32 PM
That does indeed look like the output for an article problem. The only thing I can think of is that you're using a v1.1 module with v1.0.0.0 BrawlEx or you're using a v1.0 module with v1.1 BrawlEx. Either of those cases would cause any and all articles to fail. Either that, or something in Lucas' ExModule has been modified that shouldn't have been.

I actually have a Lucas clone running right now, so I can confirm that the module works.

YES, that was it. i knew there was somethin i was missing when i was helpin him out.

also. how was your day PW? come on lets get that last post :D


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 09:58:41 PM
Excuse me, but what do I edit in the Module Editor for Ft_Marth BX.rel again? D:


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 03, 2014, 10:01:23 PM
I know im using a newer module, so i think the problem is the 1.0.0.0 BrawlEx

Excuse me, but what do I edit in the Module Editor for Ft_Marth BX.rel again? D:

click at teh top, and you change that id to 90 if its ur first id

then click the plus, and go to section 8 and change it to 3F for ur first clone


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 10:02:32 PM
Excuse me, but what do I edit in the Module Editor for Ft_Marth BX.rel again? D:

before you expand the module, change the id of the whole module to something above 90. then expand it, open up section[8] in the memory editor. change the first entry to the ID that you added to the CSS


I know im using a newer module, so i think the problem is the 1.0.0.0 BrawlEx
THAT was what i forgot to ask. that was the last thing i was gonna ask before i left. lol it totally skipped my mind


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 10:02:53 PM
I know im using a newer module, so i think the problem is the 1.0.0.0 BrawlEx

click at teh top, and you change that id to 90 if its ur first id

then click the plus, and go to section 8 and change it to 3F for ur first clone
also rename the .rel file to your new character.
example:
ft_roy.rel



Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 10:03:12 PM
I deleted my common5 and all of the config files. Same problem still there; 3F shows up as a random icon and 46 is still ROB, hovering over either will crash.

I have a Pit clone over slot 3F using a 1.1 Ex module with the character ID in section 8 set to 3F and the module ID set to 90 if it matters.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 03, 2014, 10:04:00 PM
also rename the .rel file to your new character.
example:
ft_roy.rel


yeah that i knew. i have 5 otehr characters working. lucas just didnt want to


or wolf clone...

but that may be the same problem as lucas



Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 10:05:06 PM
I deleted my common5 and all of the config files. Same problem still there; 3F shows up as a random icon and 46 is still ROB, hovering over either will crash.

I have a Pit clone over slot 3F using a 1.1 Ex module with the character ID in section 8 set to 3F and the module ID set to 90 if it matters.
post ur css code, and ur fighter config file please


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 10:09:50 PM
Change wut to 3F? D:

the first entry in the momory editor for section[8].


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 10:10:07 PM
before you expand the module, change the id of the whole module to something above 90. then expand it, open up section[8] in the memory editor. change the first entry to the ID that you added to the CSS

First entry?

Sorry, I don't know jack [censored] about rels and hex. D:


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 10:10:17 PM
Here's what Dolphin has to say about it.

This excerpt starts when I press A to open Brawl's CSS.

[/spoiler]
Code:
05:15:357 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu2/sc_selcharacter.pac) 
05:15:364 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (NAND): /tmp/a1f6 (size:3975244 byte, adr:0x93103420) at 481
05:15:365 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/menu2/sc_selcharacter2.pac) 
05:15:367 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (NAND): /tmp/20f2 (size:684793 byte, adr:0x81703980) at 481
05:15:582 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 482
05:15:641 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PlayID[ 9978] Index[231]
05:15:946 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 500
05:16:278 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 520
05:16:596 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 539
05:16:924 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 558
05:17:246 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 578
05:17:574 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 597
05:17:896 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 617
05:18:223 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 636
05:18:546 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 656
05:18:872 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 675
05:19:196 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 695
05:19:514 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 714
05:19:846 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 734
05:20:163 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 753
05:20:495 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 773
05:20:813 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 792
05:21:145 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 812
05:21:463 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 831
05:21:795 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 851
05:22:113 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 870
05:22:445 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 890
05:22:763 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 909
05:23:087 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 928
05:23:413 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 948
05:23:736 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 967
05:24:066 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 987
05:24:386 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1006
05:24:713 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1026
05:25:032 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1045
05:25:363 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1065
05:25:680 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1084
05:26:012 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1104
05:26:331 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1123
05:26:661 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1143
05:26:979 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1162
05:27:310 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1182
05:27:628 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1201
05:27:960 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1221
05:28:279 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1240
05:28:601 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1259
05:42:845 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1279
05:43:165 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1298
05:43:495 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1318
05:43:815 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1337
05:44:145 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1357
05:44:469 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1376
05:44:793 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1396
05:45:111 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1415
05:45:444 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1435
05:45:766 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1454
05:46:090 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1473
05:46:413 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1493
05:46:739 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1512
05:47:064 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1532
05:47:390 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1551
05:47:471 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Non-recoverable Exception 2
05:47:471 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
05:47:471 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r0   = 0x0d15ea5e (     219540062)  r16  = 0x00000000 (             0)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r1   = 0x805b4ce0 (   -2141500192)  r17  = 0x00000000 (             0)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0x00000000 (             0)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r3   = 0x00000007 (             7)  r19  = 0x00000000 (             0)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x00000001 (             1)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r5   = 0x801d8534 (   -2145549004)  r21  = 0x43300000 (    1127219200)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r6   = 0x805b4cf8 (   -2141500168)  r22  = 0x80000000 (   -2147483648)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r7   = 0x805b4d10 (   -2141500144)  r23  = 0x00000001 (             1)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r8   = 0x805b4d14 (   -2141500140)  r24  = 0x00000000 (             0)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r9   = 0x805b4d18 (   -2141500136)  r25  = 0x00000501 (          1281)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r10  = 0x805b4cf1 (   -2141500175)  r26  = 0x8151e4fc (   -2125339396)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r11  = 0x00000000 (             0)  r27  = 0x81519560 (   -2125359776)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r12  = 0x803f85b0 (   -2143320656)  r28  = 0x81519560 (   -2125359776)
05:47:472 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x00000000 (             0)
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r14  = 0x00000000 (             0)  r30  = 0x00000000 (             0)
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r15  = 0x00000000 (             0)  r31  = 0x00000000 (             0)
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: LR   = 0x800b7304                   CR   = 0x40400088
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: SRR0 = 0x801d8534                   SRR1 = 0x00001030
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GQRs----------
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr0 = 0x00000000 gqr4 = 0x00060006
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr1 = 0x00000000 gqr5 = 0x00070007
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr2 = 0x00040004 gqr6 = 0x05070507
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr3 = 0x00050005 gqr7 = 0x08070807
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: FPRs----------
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr0 = -1 fr1 = -1
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr2 = 4 fr3 = 4
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr4 = 4 fr5 = 11
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr6 = 5 fr7 = 5
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr8 = 1 fr9 = 2
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr10 = 0 fr11 = 21
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr12 = 21 fr13 = 1
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr14 = 0 fr15 = 0
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr16 = 0 fr17 = 0
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr18 = 0 fr19 = 0
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr20 = 0 fr21 = 0
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr22 = 0 fr23 = 0
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr24 = 0 fr25 = 0
05:47:473 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr26 = 0 fr27 = 1
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr28 = -1 fr29 = -1
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr30 = 1 fr31 = 59
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PSFs----------
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps0 = 0x0 ps1 = 0xffffffff
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps2 = 0x200 ps3 = 0x200
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps4 = 0x200 ps5 = 0x1ccb4d
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps6 = 0x1996 ps7 = 0x1996
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps8 = 0x0 ps9 = 0x7
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps10 = 0x0 ps11 = 0xe000020
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps12 = 0xe0126a0 ps13 = 0x0
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps14 = 0x0 ps15 = 0x0
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps16 = 0x0 ps17 = 0x0
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps18 = 0x0 ps19 = 0x0
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps20 = 0x0 ps21 = 0x0
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps22 = 0x0 ps23 = 0x0
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps24 = 0x0 ps25 = 0x0
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps26 = 0x0 ps27 = 0x0
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps28 = 0xffffffff ps29 = 0xffffffff
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps30 = 0x0 ps31 = 0xffffffff
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Address:      Back Chain    LR Save
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ce0:   0x805b4d70    0x800b72bc
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4d70:   0x805b4df0    0x806975e4
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4df0:   0x805b4e20    0x80697100
05:47:474 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e20:   0x805b4e60    0x80689600
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e60:   0x805b4e80    0x80688e18
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e80:   0x805b4ea0    0x806878bc
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ea0:   0x805b4ed0    0x8002e618
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ed0:   0x805b4ef0    0x80017788
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ef0:   0x805b4fb0    0x8001735c
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4fb0:   0x805b4fd0    0x80016f78
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4fd0:   0x805b5150    0x8000c934
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b5150:   0xffffffff    0x800041a4
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0x3fd10e90
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: TB = 0x005f6b53a7c5270e
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Instruction at 0x801d8534 (read from SRR0) attempted to access invalid address 0x3fd10e90 (read from DAR)
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
05:47:475 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Last interrupt (5): SRR0 = 0x801d7704  TB = 0x005f6b53a7c5003e
05:55:641 Src\D3DBase.cpp:414 N[Video]: Successfully released all device references!

[code]
[/spoiler]
[/code]

And the CSS I'm using. Note that I have a Pit clone in 3F and a MK one at 46.

Code:
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000026
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 46290000



Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 03, 2014, 10:12:25 PM
For that pack 3 of the forbidden seven what do you by taking out the last line of 0's for which code is it?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 10:15:43 PM
Never mind my question, I found it. It's where it has the fighter's ID on the CSS. D:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 10:19:26 PM
Never mind my question, I found it. It's where it has the fighter's ID on the CSS. D:

yep c:

And Eternal Yoshi, if you have custom music on your sd, that would be the first thing to check since there's so many entries about that song attempting to play


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 03, 2014, 10:32:03 PM
The weird part is that the song plays fine. I have this on the log regardless of what set I use as long as there's custom music. Even when I was doing Project M 3.0 Dolphin Netplay(which is significantly less laggy than Wifi BTW), this was all over the log.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 10:35:34 PM
Ok, since I got a Marth Clone to work, I decided to try to add another character slot.

I edited the code, put the files, edited everything to have a Sonic clone (for Shadow).
When I went to the CSS, the game froze.

Why?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 10:37:45 PM
was BrawlEx crashing before when there was Custom music? im not entirely sure that it was the music that was causing that crash, though it's what i would check out first

Ok, since I got a Marth Clone to work, I decided to try to add another character slot.

I edited the code, put the files, edited everything to have a Sonic clone (for Shadow).
When I went to the CSS, the game froze.

Why?

can you post the CSS that you edited?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 10:42:52 PM
OK, that's it, I give up. I've concluded that this thing just doesn't like Riivolution. D:

No matter what I do, the game refuses to load the CSS. I don't know what it is, I'm stumped.

Here's my CSS code:

Code:
Tabuu's Custom CSS, featuring Chiyako Amami (Marth Clone)
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000025
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000

So either the code just doesn't work, or it won't load common2.pac.

I load via USB, but put the BrawlEx stuff on my SD as written. I even have the rel file and 2 costumes for my Marth clone.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 10:49:25 PM
hmm...what other codes are you running in your codeset?


Title: Re: The BrawlEx Clone Engine
Post by: Leon Exodio on January 03, 2014, 10:54:16 PM
OK, that's it, I give up. I've concluded that this thing just doesn't like Riivolution. D:

No matter what I do, the game refuses to load the CSS. I don't know what it is, I'm stumped.

Here's my CSS code:

Code:
Tabuu's Custom CSS, featuring Chiyako Amami (Marth Clone)
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000025
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 29000000

So either the code just doesn't work, or it won't load common2.pac.

I load via USB, but put the BrawlEx stuff on my SD as written. I even have the rel file and 2 costumes for my Marth clone.
i use Riivolution also so ill help you with this also so im going to try this some thing tomorrow


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 10:58:05 PM
hmm...what other codes are you running in your codeset?

Using:

Stage Expansion by PW
EY's maxed out Stage Select
Custom music for custom stages
Old stage select button codes that allow me to select Homerun, WifiTraining, etc.
System name codes by ASF1nk

That's it.

No rel ports, no other CSS/character stat codes, nuthin'.

i use Riivolution also so ill help you with this also so im going to try this some thing tomorrow

Sweet.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 03, 2014, 11:00:00 PM
Is there certain settings for it to work in usb, because on my wii u I get to the CSS,but on usbloadergx it goes to the now loading and then a white screen that stays.

I ripped the iso using cleanrip yesterday.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 11:01:30 PM
Using:
System name codes by ASF1nk

you may want to try to disable that, it may solve the problem


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 11:05:21 PM
Except it's the CSS that won't load. D:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 11:08:53 PM
Except it's the CSS that won't load. D:

but the code may alter some of the same things that the BrawlEx engine modifies as well

Is there certain settings for it to work in usb, because on my wii u I get to the CSS,but on usbloadergx it goes to the now loading and then a white screen that stays.

I ripped the iso using cleanrip yesterday.
what codes are you using?

you may want to try my pack that i used in the tutorial
https://www.dropbox.com/s/zl3i7zyn3vdr08y/Sdcard.zip (https://www.dropbox.com/s/zl3i7zyn3vdr08y/Sdcard.zip)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 11:10:55 PM
can you post the CSS that you edited?

Nevermind.
The game just didn't load the code.

Post Merge: January 03, 2014, 11:13:06 PM
I'll ask again.
How can I make my cloned character share another's CSP's?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 03, 2014, 11:15:18 PM
How can I make my cloned character share another's CSP's?

use the character whose CSP you want it to adopt's Cosmetic Config instead of the one that you would NORMALLY use for the clone

i THINK. im not sure. im only reposting what somebody else said earlier in the thread


Title: Re: The BrawlEx Clone Engine
Post by: Kingskull95 on January 03, 2014, 11:16:38 PM
i use riivolution and i made it passed the css but the thing is the new slots are random so it freezes but the slots appear


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 11:17:17 PM
So:
I want to clone Sonic, but I want him to share CSP's with Charizard.
I just need to change Sonic's Cosmetic Config to Charizard's?

Post Merge: January 03, 2014, 11:17:45 PM
i use riivolution and i made it passed the css but the thing is the new slots are random so it freezes but the slots appear

Just restart the game until they appear.


Title: Re: The BrawlEx Clone Engine
Post by: LJSTAR on January 03, 2014, 11:17:54 PM
So:
I want to clone Sonic, but I want him to share CSP's with Charizard.
I just need to change Sonic's Cosmetic Config to Charizard's?

Exactly ! He will also have the CSS and all of that stuff from Charizard too


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 11:18:49 PM
Ok. I can get to the CSS now, but it keeps giving me the deadly Random slot. I think I'll have to keep trying.


Title: Re: The BrawlEx Clone Engine
Post by: Kingskull95 on January 03, 2014, 11:24:34 PM
i have retried countless times nothing i even tried on geico


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 11:32:40 PM
i have retried countless times nothing i even tried on geico

Sammi was right, it was my System names code. Now if I could only get rid of the empty slot and actually have a Marth clone in it. D:


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 03, 2014, 11:34:20 PM
For that pack 3 of the forbidden seven what do you by taking out the last line of 0's for which code is it?
if your using the gct i provided, u dont need to worry about the 0's, they are already taken out

if u are adding it to gecko by ur own gct, i recommend taking them out

if you are using dolphin, dont take em out.

On the wii i also had some issues i didnt really encounter with dolphin
one time randoms showed up
another time it froze before hitting the CSS
the third time it work perfectly.

I wonder if the fighter.dat files are case sensitive, i think i experienced less issues when i lower cased the names inside the fighter.dat files to match the lower cased names of my PSA's

i have retried countless times nothing i even tried on geico
keep in mind that brawl ex requires the file patch code 3.5.1b(the new one)
so Riivo is probably not a good method to load ur hacks


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 11:42:23 PM
if your using the gct i provided, u dont need to worry about the 0's, they are already taken out

if u are adding it to gecko by ur own gct, i recommend taking them out

if you are using dolphin, dont take em out.

On the wii i also had some issues i didnt really encounter with dolphin
one time randoms showed up
another time it froze before hitting the CSS
the third time it work perfectly.

I wonder if the fighter.dat files are case sensitive, i think i experienced less issues when i lower cased the names inside the fighter.dat files to match the lower cased names of my PSA's
keep in mind that brawl ex requires the file patch code 3.5.1b(the new one)
so Riivo is probably not a good method to load ur hacks

We need this for Riivo. Not everyone uses Gecko.


Title: Re: The BrawlEx Clone Engine
Post by: Leon Exodio on January 03, 2014, 11:44:11 PM
We need this for Riivo. Not everyone uses Gecko.
^this


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 03, 2014, 11:45:00 PM
I wish there were some way to edit the way Riivo patches or something.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 03, 2014, 11:46:42 PM
2 succesful cloned characters: Marth and Sonic (Thany's Roy and SilentDoom's Shadow).
And more to come.
I'll try to clone Snake tomorrow to have Master Chief.

Now I just need to wait for RELS for Ganondorf and Charizard to have Arbiter, Broly and Ridley.
Also I need to know how to change SFX IDs so they match those of the Bosses (and the characters can have their own SFX).


Title: Re: The BrawlEx Clone Engine
Post by: Kingskull95 on January 03, 2014, 11:47:10 PM
Quote
keep in mind that brawl ex requires the file patch code 3.5.1b(the new one)
so Riivo is probably not a good method to load ur hacks
yes i know about that but it seems to do the same thing as gecko i still get the same errors as gecko.  


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 12:05:40 AM
2 succesful cloned characters: Marth and Sonic (Thany's Roy and SilentDoom's Shadow).
And more to come.
I'll try to clone Snake tomorrow to have Master Chief.

Now I just need to wait for RELS for Ganondorf and Charizard to have Arbiter, Broly and Ridley.
Also I need to know how to change SFX IDs so they match those of the Bosses (and the characters can have their own SFX).

I can give you the sound bank for Tabuu, but not the other bosses.

140.

I'll just wait for an update to keep trying.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 04, 2014, 12:07:06 AM
Something is definitely wrong with the CSS I have. Is there a specific version of the CSS code that's supposed to be used with this that differs from the usual CSS code?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 12:08:05 AM
I can give you the sound bank for Tabuu, but not the other bosses.

140.
Galleom is 323 and Duon is 325, but assigning them to Roy and Mewtwo didn't seem to work. The sounds were replaced in Boss Battles, but wouldn't load in an actual Brawl even though I assigned those soundbanks to the P:M Roy and Mewtwo that I put in those slots.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 12:08:51 AM
Galleom is 323 and Duon is 325, but assigning them to Roy and Mewtwo didn't seem to work. The sounds were replaced in Boss Battles, but wouldn't load in an actual Brawl even though I assigned those soundbanks to the P:M Roy and Mewtwo that I put in those slots.

Ya need the SFX IDs to be used in the PSA itself for that to work.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 12:09:51 AM
Ya need the SFX IDs to be used in the PSA itself for that to work.
They are... or should be - I used the PSA files from Project M, where they were assigned those sounds already so I assume they should have them, unless PMBR uses some code that's separate from RSBE to make them load...


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 12:11:53 AM
They are - I used the PSA files from Project M, where they were assigned those sounds already.

That seems odd. Take my Tabuu PSA for instance, he used his SSE soundbank and it worked fine. I wonder why those 2 won't.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 12:13:41 AM
That seems odd. Take my Tabuu PSA for instance, he used his SSE soundbank and it worked fine. I wonder why those 2 won't.
It could have something to do with PMBR's codes. I'm not using them, but they might have some extra ones in there that are required for Roy and Mewtwo's sounds... Say, what method did you use to assign that PSA the soundbank? I changed mine in the FighterConfig file, but I'm wondering if there's some other place that I need to assign it.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 12:16:14 AM
It could have something to do with PMBR's codes. I'm not using them, but they might have some extra ones in there that are required for Roy and Mewtwo's sounds... Say, what method did you use to assign that PSA the soundbank? I changed mine in the FighterConfig file, but I'm wondering if there's some other place that I need to assign it.

The Soundbank modifier code is what I used. But I can't guarantee it'll work with BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 04, 2014, 12:18:12 AM
I have some feedback

--- The Brawl Original Iso with ExBrawl Work well (finally I made it work, but there is a problem with my sd, I might need a new one, or fix bad sectors in it)

.. My Brawl Custom  CBLISS / Stage expansion prepared wbfs , dont work with EXBRAWL, I always keep having freezes with this wbfs.. even If I deactivated CBLISS codes, do anyone know why?

--- Exbrawl, seems to be not compatible with Dantarion Alternate stage loader , I just cant load stages using commands -_-, can anyone confirm this? (i think its because the new FPC, but a wiser opinion would be appreciated . ps: I have so many stages T_T)

-- My custom brawl CBLISS/STAGE LOADER PREPARED wbfs is not working well with my EXBRAWL prepared GTC , and I dont know the reason, because my GTC have in escence the old codes that normally works with it but I replaced the old FPC 3.5.1 with the new FPC 3.5.1b...

--Err I will end this saying that my Custom Brawl wbfs still works flawlesly with my Old GTC codes ( with the FPC 3.5.1), everything works in it : stage loader, alternate stage loader, CBLISS, etc,  I mean that, my SD is not giving me any trouble if I use my old GTC codes -_-


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 12:18:29 AM
I can give you the sound bank for Tabuu, but not the other bosses.

140.

I'll just wait for an update to keep trying.

Thanks for that, but I need to know how to change SFX ID's, not Soundbanks.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 12:22:50 AM
there is a soundbank code somewhere
i think EY is more familiar with them
the sound bank code will than say clone character id uses character id soundbank
at EY:
 im using the regular css code posted in the op.
Do you have a sc_selcharacter? for testing purposes i recommend not using one til u get everthing jotted down.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 12:23:50 AM
The Soundbank modifier code is what I used. But I can't guarantee it'll work with BrawlEx.
I think I figured out the problem I was having with the sounds not loading - the sound banks are counted only numerically, right? But when assigning the sound bank in FighterConfig, you use hex numbers. I'm going to try that out and see how it works.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 12:24:38 AM
I think I figured out the problem I was having with the sounds not loading - the sound banks are counted only numerically, right? But when assigning the sound bank in FighterConfig, you use hex numbers. I'm going to try that out and see how it works.

I don't think the soundbank code used integers.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 12:30:18 AM
Using a Soundbank code will make the character mute.
First, you need to change the character's SFX ID to make the code work.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 12:31:04 AM
I don't think the soundbank code used integers.
Oh, sorry, not the code - I meant the naming of the .sawnd files. They're integers. But when actually assigning sound banks, whether via code or FighterConfig, it's done in hex. I think that's why I was having problems.

That also explains why Tabuu's is 140 but the numbers I had for Galleom and Duon were over 300. 323 and 325 are their .sawnd file names, but in hex those numbers are 143 and 145.


Title: Re: The BrawlEx Clone Engine
Post by: Leon Exodio on January 04, 2014, 12:33:09 AM
ok i got it to work some what but i keep getting the deadly Random slot. what am i doing wrong maby its the coding?


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 12:35:15 AM
ok i got it to work some what but i keep getting the deadly Random slot. what am i doing wrong maby its the coding?


This problem is SO common.
Just keep restarting the game until the deadly Random goes away.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 04, 2014, 12:43:14 AM
This problem is SO common.
Just keep restarting the game until the deadly Random goes away.


I think Its because the Exbrawl folder, that one contains soo tiny files, and the console have problems reading that extremely tiny files from the SD x_x, I really think that making that files bigger (even with filler coding) would fix the problem xD, and I feel Envy of dolphin users, they only can have that Problem if they didnt used  Exbrawl proper codes or didnt added its files properly..

I formated My sD in diferent formats ( fat32 16 kb cluster, 4 kb cluster,  8kb cluster, Fat  32 kb cluster) several times in order to minimize to avoid random icons to appear,

My SD is currently formated on fat32  8kb cluster
and I am currently using the following hooktype: AXFRAMENEXT

I am having minor isues with EXBRAWL right now.. but random icons still apear , very often


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 02:06:57 AM
Hmm, when Duon's sounds are loaded (ie, during the boss battle with him) Roy's sounds work fine. The problem is, I can't get them to load outside of that battle... I must have the wrong ID for him. I thought it might correspond to the hex version of his .sawnd ID, but apparently not. They're probably close to that, though... I'll just start picking random numbers near there till I get it, I guess :P


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 04, 2014, 03:17:41 AM
I'm looking at the log and noticed that none of the BrawlEx assets are loading. What i also noticed is that the common2.pac PW provided tries to load bx_fighter.rel but fails.....


EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/system/common2.pac (size:2584256 byte, adr:0x92c82140) at 1
10:08:936 SrcHWEXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x8070a940  size: 0x00483234 text:0x8070aa14) 
10:08:967 SrcHWEXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x806bb480  size: 0x0004f484 text:0x806bb554) 
10:08:970 SrcHWEXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/module/bx_fighter.rel) 
10:08:971 SrcHWEXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (DVD): Open failed (/module/bx_fighter.rel) 
10:08:983 SrcHWEXI_DeviceIPL.cpp:284 N[OSREPORT]: start -> scStrap
10:08:984 SrcHWEXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x811a6160  size: 0x00004020 text:0x811a621c) 
10:08:984 SrcHWEXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x811a0840  size: 0x00005900 text:0x811a08fc) 
10:08:985 SrcHWEXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x8119a820  size: 0x00006000 text:0x8119a8dc) 


Maybe this is the REAL problem?

Post Merge: January 04, 2014, 03:35:11 AM
Success! Problem Solved!

Lesson Learned: Make sure to have bx_fighter.rel in your module folder forever and always.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 04, 2014, 07:32:48 AM
and here we assumed you had that in the entire time. glad you fixed it.

Post Merge: January 04, 2014, 09:26:32 AM
Code:
25:07:700 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: #ftManager entry : EntryId[010000] ChrKind[68:None] Color[0] SlotNo[0]
25:07:712 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Non-recoverable Exception 2
25:07:712 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
25:07:712 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r0   = 0x0000000f (            15)  r16  = 0x81265b90 (   -2128192624)
25:07:712 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r1   = 0x805b4630 (   -2141501904)  r17  = 0x805b4900 (   -2141501184)
25:07:712 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0x80b85808 (   -2135402488)
25:07:712 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r3   = 0x00000008 (             8)  r19  = 0x00000000 (             0)
25:07:712 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x81266534 (   -2128190156)
25:07:712 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r5   = 0x801d6d30 (   -2145555152)  r21  = 0x812674c0 (   -2128186176)
25:07:712 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r6   = 0x00000037 (            55)  r22  = 0x812674a8 (   -2128186200)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r7   = 0x00000002 (             2)  r23  = 0x80b8542c (   -2135403476)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r8   = 0x80b85808 (   -2135402488)  r24  = 0x80b85808 (   -2135402488)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r9   = 0x80b8511c (   -2135404260)  r25  = 0x80b85400 (   -2135403520)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r10  = 0x81266af8 (   -2128188680)  r26  = 0x812666b4 (   -2128189772)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r11  = 0x805b4650 (   -2141501872)  r27  = 0x81265c64 (   -2128192412)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r12  = 0x8075f5d0 (   -2139753008)  r28  = 0x00000005 (             5)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x00000007 (             7)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r14  = 0x00000000 (             0)  r30  = 0x0000000f (            15)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: r15  = 0x81265c5c (   -2128192420)  r31  = 0x81265d1c (   -2128192228)
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: LR   = 0x8075d3f0                   CR   = 0x42000048
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: SRR0 = 0x801d6d30                   SRR1 = 0x00001030
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: GQRs----------
25:07:713 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr0 = 0x00000000 gqr4 = 0x00060006
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr1 = 0x00000000 gqr5 = 0x00070007
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr2 = 0x00040004 gqr6 = 0x05070507
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: gqr3 = 0x00050005 gqr7 = 0x08070807
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: FPRs----------
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr0 = 1 fr1 = 1
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr2 = 0 fr3 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr4 = 0 fr5 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr6 = 0 fr7 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr8 = 0 fr9 = 16777216
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr10 = 1 fr11 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr12 = 0 fr13 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr14 = 0 fr15 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr16 = 0 fr17 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr18 = 0 fr19 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr20 = 0 fr21 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr22 = 0 fr23 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr24 = 0 fr25 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr26 = 0 fr27 = 0
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr28 = -1 fr29 = -1
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: fr30 = 1 fr31 = 1
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: PSFs----------
25:07:714 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps0 = 0x0 ps1 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps2 = 0x0 ps3 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps4 = 0x0 ps5 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps6 = 0x0 ps7 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps8 = 0x0 ps9 = 0xffffffff
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps10 = 0x0 ps11 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps12 = 0x0 ps13 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps14 = 0x0 ps15 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps16 = 0x0 ps17 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps18 = 0x0 ps19 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps20 = 0x0 ps21 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps22 = 0x0 ps23 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps24 = 0x0 ps25 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps26 = 0x0 ps27 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps28 = 0xffffffff ps29 = 0xffffffff
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: ps30 = 0x0 ps31 = 0x0
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Address:      Back Chain    LR Save
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4630:   0x805b4650    0x8075d3a4
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4650:   0x805b4660    0x80799798
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4660:   0x805b4680    0x80711358
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4680:   0x805b46c0    0x807122a8
25:07:715 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b46c0:   0x805b46f0    0x808ebbc0
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b46f0:   0x805b4890    0x80a31c8c
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4890:   0x805b4970    0x80a31520
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4970:   0x805b49a0    0x810ceb38
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b49a0:   0x805b49f0    0x810ce938
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b49f0:   0x805b4bc0    0x810c6554
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4bc0:   0x805b4be0    0x810d41d8
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4be0:   0x805b4c10    0x8082f36c
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4c10:   0x805b4c60    0x8081e484
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4c60:   0x805b4c70    0x80814354
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4c70:   0x805b4c80    0x80948ad0
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: 0x805b4c80:   0x805b4ea0    0x8094dc50
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
25:07:716 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0x69f0fd38
25:07:717 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: TB = 0x005f6d9461861e29
25:07:717 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
25:07:717 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Instruction at 0x801d6d30 (read from SRR0) attempted to access invalid address 0x69f0fd38 (read from DAR)
25:07:717 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]:
25:07:717 Src\HW\EXI_DeviceIPL.cpp:297 N[OSREPORT]: Last interrupt (5): SRR0 = 0x8075db90  TB = 0x005f6d946185e901

this is what i get when i try to have a pikachu clone slot


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 10:44:51 AM
That does it.

I'm switching back to Gecko. :srs:


Title: Re: The BrawlEx Clone Engine
Post by: Renova on January 04, 2014, 11:01:37 AM
Thanks for the hard work PW! Hope for the future of smash hacks!


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on January 04, 2014, 11:31:21 AM
Ok, so far I have been reading all of the stuff... and it seems easy enough to make.

The only thing that bothers me a bit is having to ditch cBliss...

Also, do I have to remove the Independent Pokémon, and separated Zelda/Sheik+Samus/ZSS?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 11:44:11 AM
Wow... I forgot about Gecko's strict-ass code limits. :P


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 11:56:18 AM
Hmm, when Duon's sounds are loaded (ie, during the boss battle with him) Roy's sounds work fine. The problem is, I can't get them to load outside of that battle... I must have the wrong ID for him. I thought it might correspond to the hex version of his .sawnd ID, but apparently not. They're probably close to that, though... I'll just start picking random numbers near there till I get it, I guess :P

Project M also uses a code to make Roy have Duon's Soundbank.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 11:57:47 AM
Finally got it to work!

But I get Mario's cosmetics instead of Marth's


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 04, 2014, 12:00:21 PM
Finally got it to work!

But I get Mario's cosmetics instead of Marth's

did you make sure that you took marth's CosmeticConfig, changed it to Cosmetic3F and put it in the correct foldeR?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 12:03:07 PM
did you make sure that you took marth's CosmeticConfig, changed it to Cosmetic3F and put it in the correct foldeR?

Yeah, I did. Unless I took Mario's by mistake but I doubt it.

There are a few other odd glitches as well:

-Random select icon is Mario as well.
-I get the SSB icon instead of the mushroom
-Sometimes the game crashes randomly at the SSS, but perhaps that was because it loaded a costume I didn't have.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 12:17:44 PM
Yeah, I did. Unless I took Mario's by mistake but I doubt it.

There are a few other odd glitches as well:

-Random select icon is Mario as well.
-I get the SSB icon instead of the mushroom
-Sometimes the game crashes randomly at the SSS, but perhaps that was because it loaded a costume I didn't have.

Check everything again.
The Code, the CosmeticConfig, everything.
If it doesn't work, I'll send you mine.


Title: Re: The BrawlEx Clone Engine
Post by: masamune on January 04, 2014, 12:28:21 PM
It works for me ! (on dolphin/gecko though, i will test it on my wii when i have time)
I had the same random icon problem like most of you until i changed the hook type. aside from the clone character being mute, it works perfectly.
Dantarion's ASL combined with the BrawlEx "works": It only loads one stage. I tried with button combinations, but it still loaded the same stage. One time, the game froze when i tried the button combination to select the stage. But it only froze once: the next times i tried again, the game loaded the same stage, like before.
However, you can still play on that stage (with, or without the clone character):
(http://i42.tinypic.com/2utgks3.png)
When i've changed the hook type to default, the ASL code was working again (but not the clone engine).
I used the ASL tool from mewtwo2000, if it's important.

Aside from all that, thank you PW for the clone engine, and sammi-husky too (your tutorial helped me realize the hook type issue with dolphin and gecko ).


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 12:32:08 PM

Also, do I have to remove the Independent Pokémon, and separated Zelda/Sheik+Samus/ZSS?

independent pokemon engine....yes. But you can still give them individual slots on the css screen, that when you choose them it will load them when you go out, the only noticeable difference between this and the independent pokemon engine is that the independent pokemon engine removes the ability to switch pokemon while this does not.

css code for shiek/zelda and samus/zamus can stay. i personally use that code with my setup in brawl minus and there is no conlict

Post Merge: January 04, 2014, 12:35:43 PM
Aside from all that, thank you PW for the clone engine, and sammi-husky too (your tutorial helped me realize the hook type issue with dolphin and gecko ).

my pleasure. those were actually the first tutorials i've ever uploaded to youtube. figured it would be a good thing to start making tutorials on since so many people needed help.

Thats so wierd that the ASL code will work with default hook type but not AXFRAMENEXT. it probably has some strange reasoning that i wont understand lol


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on January 04, 2014, 12:36:51 PM
independent pokemon engine....yes. But you can still give them individual slots on the css screen, that when you choose them it will load them when you go out, the only noticeable difference between this and the independent pokemon engine is that the independent pokemon engine removes the ability to switch pokemon while this does not.

css code for shiek/zelda and samus/zamus can stay. i personally use that code with my setup in brawl minus and there is no conlict

Gee, that's a relief. So you mean I can add the independent pokémon slots in a different way? Or do you mean with BrawlEx?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 04, 2014, 12:40:49 PM
So what should the hook type be?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 12:43:29 PM
Finally got it to work!

But I get Mario's cosmetics instead of Marth's

make sure your not using the css fix for giga and comapny V2 code. that code will make almost all of the slots appear to be mario, as well as the random icon

it will normally crash at the SSS if it tries to load a fighter file that isn't there.

Gee, that's a relief. So you mean I can add the independent pokémon slots in a different way? Or do you mean with BrawlEx?

instead of the independant pokemon engine, add 1d 1e 1f to the CSS code. those are the ID's for the pokemon.

Correction: it will be 1d 1e 1c. you dont need to make them clones or set up those slots with BrawlEx. they will load normally without any BrawlEx config files


So what should the hook type be?

for dolphin, it should be AXFRAMENEXT at all times in order to get the least glitches, regardless if you have BrawlEx or not. for the wii, i have had no trouble just using the default. BUT if that doesn't work, you can TRY AXFRAMENEXT on the wii too. though idk if that works or not


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 12:50:59 PM
Look, _Data_Drain_ ! Chiyako is her own slot. lol

(http://i178.photobucket.com/albums/w271/T_C_Rhade/Chiyako%20Amami%20PSA/al_140104_1535binout_zps9a61b0b3.jpg)

make sure your not using the css fix for giga and comapny V2 code. that code will make almost all of the slots appear to be mario, as well as the random icon

it will normally crash at the SSS if it tries to load a fighter file that isn&#039;t there.


I don't use that code.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 12:54:52 PM
I don't use that code.
hmm..that's strange. what does it do when you select that character? does it feeze or..?


Also. SB, if your still crashing trying to get pikachu to work, could you try one more time in dolphin? but this time post more of the log? the one you posted was great, but i couldn't see the last successful thing the game loaded before it crashed.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 12:57:27 PM
hmm..that's strange. what does it do when you select that character? does it feeze or..?


Also. SB, if your still crashing trying to get pikachu to work, could you try one more time in dolphin? but this time post more of the log? the one you posted was great, but i couldn't see the last successful thing the game loaded before it crashed.

When I select the clone, it loads and works perfectly, except for the cosmetic issues and no name at the victory screen.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 12:58:53 PM
That sounds like an issue with the Cosmetic Config. try swapping it for the file with the character icon its supposed to be


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 12:59:21 PM
 for some magical reason i can get one clone to work, but as soon as i import a second one it gets all wonky on me. unless the ID 40 is being taken up.

i can't get to the Css sometimes. or when i do get to the CSS it shows 3 random icons. and if i hover over them period it likes to crash. but if i disable slot 40 and just keep 3f it will load Roy just fine. but if i try and load my lucas clone (being marisa) it gets all weird on me.

it shouldn't be the lucas rel file or anything cause it is the brawlex files. i've got the brawlex files in the right place with the ID at the end. and section 8 being 40 as well. and the character is in place. and i've disabled the characters costumes except for 00 because marisa only has one of those costumes (this is the 2d PSA)

i'm not too sure what i did wrong here.


hopefully soon can we edit/make our own cosmetics? that way if i choose roy it is not a marth icon/portraits? if we can do it then how?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 01:00:12 PM
That sounds like an issue with the Cosmetic Config. try swapping it for the file with the character icon its supposed to be

Mhmm, I'll take a looksee.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 01:09:22 PM
for some magical reason i can get one clone to work, but as soon as i import a second one it gets all wonky on me. unless the ID 40 is being taken up.

can you post the codes you are using? Also, make sure you have the LATEST version of the BrawlEx files and Config utility. using a previous version of either of those with the other will make things go wonky


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 01:13:46 PM
i'm only using two codes.
RSBE01
Super Smash Bros. Brawl

File Patch Code v3.5.1b [Phantomwings]
  E0000000 80008000
  225664EC 00000000
  0401BFE0 4858BE20
  065A7E00 00000070
  38A00067 38810020
  3CE0805A 60E37C18
  4BE52531 38A0007F
  3883FFE8 38610020
  4BE52521 38A00068
  60E47C18 38610020
  9421FF80 BC410008
  38610088 4BA74DB9
  7C7C1B78 2C030000
  4082000C 38210080
  4800001C B8410008
  38210080 4BE524E5
  38610008 4BA742E1
  7C7C1B78 4BA741E8
  040223E0 48585BC0
  065A7FA0 00000028
  80010044 3C608001
  6063581C 7C001800
  4082000C 7FDDC850
  3BDEFFE0 93DB0008
  4BA7A424 00000000
  0401CD0C 4858B1F4
  065A7F00 00000038
  2C030000 4182000C
  4BA7DD51 4BA74E04
  80780008 2C030000
  41820014 8118000C
  7C634214 7C7B1850
  48000008 8078000C
  4BA74DE0 00000000
  043EE9D8 48000014
  043EEBD4 48000014
  043D8B9C 48000018
  043E9B4C 38600000
  043E9D38 38600000
  043D8C80 60000000
  80000000 80406920
  80000001 805A7C00
  8A001001 00000000
  045A7C10 2F525342
  045A7C14 452F7066
  80000001 805A7B00
  8A001001 00000000
  065A7B10 0000000F
  2F525342 452F7066
  2F736F75 6E642F00
  041C6CE0 483E0D20
  065A7A00 00000028
  9421FF80 BC410008
  3C60805A 60637B1F
  4BE52931 B8410008
  38210080 4BE52995
  4BC1F2C4 00000000
  065A7900 00000078
  9421FF80 7C0802A6
  9001000C BC810010
  9421FF00 7C872378
  54B2BA7E 7CD33378
  38800000 9081000C
  90810010 90610014
  90810018 3880FFFF
  9081001C 38610020
  90610008 7CE43B78
  38A00080 4BE529F5
  38610008 4BA752A1
  60000000 80210000
  B8810010 8001000C
  7C0803A6 80210000
  4E800020 00000000
  043E399C 481C3F04
  065A78A0 00000010
  80BC0020 7CA59214
  3A400000 4BE3C0F4
  043DBAEC 481CBDE4
  065A78D0 00000018
  800302A4 2C130000
  41820008 7E609B78
  3A600000 4BE3420C
  041CDF7C 483D9884
  065A7800 00000098
  818C0014 9421FF80
  BC410008 60000000
  60000000 60000000
  60000000 7C882378
  3C60804D 60630000
  3C80805A 60847B00
  7CC53378 38C04200
  80E40080 2C070000
  40820014 60000000
  480000B9 2C030000
  41820010 B8410008
  80210000 4BC26724
  70A501FF 3868FFFF
  3C80804C 6084FFFF
  7C842A14 38A04001
  38A5FFFF 8C040001
  9C030001 2C050000
  4082FFF0 B8410008
  80210000 4BC2670C
  141CCF90 483DA770
  065A7700 00000048
  9421FF80 BC410008
  7FE3FB78 3C80805A
  60847B00 38A00000
  38C04000 480001E5
  90640080 807F0008
  907A0014 907A005C
  907A0074 B8410008
  80210000 807F0000
  4BC25854 00000000
  E0000000 80008000

Custom CSS V3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000026
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193f 40290000
00000000 00000000
00000000 00000000
it could think it is loading mario (seeing how mario is 00)or some stupidity. or could all the excessive zeroes i've added as future buffer be causing a problem


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 01:16:55 PM
I'm trying to make a Snake clone to have Master Chief in his own slot.
Then I'll wait for Ganon's REL to have Arbiter too.

Next RELS should (and must) be Ganon, Charizard, Bowser and/or Sheik.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 01:18:04 PM
I'm trying to make a Snake clone to have Master Chief in his own slot.
Then I'll wait for Ganon's REL to have Arbiter too.

Next RELS should (and must) be Ganon, Charizard, Bowser and/or Sheik.

I agree on the Ganon front. I want my King Cold and my Tabuu to have their own slots. ;D


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 01:18:09 PM
i'm only using two codes.
RSBE01
Super Smash Bros. Brawl

File Patch Code v3.5.1b [Phantomwings]
  E0000000 80008000
  225664EC 00000000
  0401BFE0 4858BE20
  065A7E00 00000070
  38A00067 38810020
  3CE0805A 60E37C18
  4BE52531 38A0007F
  3883FFE8 38610020
  4BE52521 38A00068
  60E47C18 38610020
  9421FF80 BC410008
  38610088 4BA74DB9
  7C7C1B78 2C030000
  4082000C 38210080
  4800001C B8410008
  38210080 4BE524E5
  38610008 4BA742E1
  7C7C1B78 4BA741E8
  040223E0 48585BC0
  065A7FA0 00000028
  80010044 3C608001
  6063581C 7C001800
  4082000C 7FDDC850
  3BDEFFE0 93DB0008
  4BA7A424 00000000
  0401CD0C 4858B1F4
  065A7F00 00000038
  2C030000 4182000C
  4BA7DD51 4BA74E04
  80780008 2C030000
  41820014 8118000C
  7C634214 7C7B1850
  48000008 8078000C
  4BA74DE0 00000000
  043EE9D8 48000014
  043EEBD4 48000014
  043D8B9C 48000018
  043E9B4C 38600000
  043E9D38 38600000
  043D8C80 60000000
  80000000 80406920
  80000001 805A7C00
  8A001001 00000000
  045A7C10 2F525342
  045A7C14 452F7066
  80000001 805A7B00
  8A001001 00000000
  065A7B10 0000000F
  2F525342 452F7066
  2F736F75 6E642F00
  041C6CE0 483E0D20
  065A7A00 00000028
  9421FF80 BC410008
  3C60805A 60637B1F
  4BE52931 B8410008
  38210080 4BE52995
  4BC1F2C4 00000000
  065A7900 00000078
  9421FF80 7C0802A6
  9001000C BC810010
  9421FF00 7C872378
  54B2BA7E 7CD33378
  38800000 9081000C
  90810010 90610014
  90810018 3880FFFF
  9081001C 38610020
  90610008 7CE43B78
  38A00080 4BE529F5
  38610008 4BA752A1
  60000000 80210000
  B8810010 8001000C
  7C0803A6 80210000
  4E800020 00000000
  043E399C 481C3F04
  065A78A0 00000010
  80BC0020 7CA59214
  3A400000 4BE3C0F4
  043DBAEC 481CBDE4
  065A78D0 00000018
  800302A4 2C130000
  41820008 7E609B78
  3A600000 4BE3420C
  041CDF7C 483D9884
  065A7800 00000098
  818C0014 9421FF80
  BC410008 60000000
  60000000 60000000
  60000000 7C882378
  3C60804D 60630000
  3C80805A 60847B00
  7CC53378 38C04200
  80E40080 2C070000
  40820014 60000000
  480000B9 2C030000
  41820010 B8410008
  80210000 4BC26724
  70A501FF 3868FFFF
  3C80804C 6084FFFF
  7C842A14 38A04001
  38A5FFFF 8C040001
  9C030001 2C050000
  4082FFF0 B8410008
  80210000 4BC2670C
  141CCF90 483DA770
  065A7700 00000048
  9421FF80 BC410008
  7FE3FB78 3C80805A
  60847B00 38A00000
  38C04000 480001E5
  90640080 807F0008
  907A0014 907A005C
  907A0074 B8410008
  80210000 807F0000
  4BC25854 00000000
  E0000000 80008000

Custom CSS V3 [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000026
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193f 40290000
00000000 00000000
00000000 00000000
it could think it is loading mario (seeing how mario is 00)or some stupidity. or could all the excessive zeroes i've added as future buffer be causing a problem

Delete the last 2 lines of zeroes.

Post Merge: January 04, 2014, 01:19:02 PM
I agree on the Ganon front. I want my King Cold and my Tabuu to have their own slots. ;D

Oh yeah, I forgot Tabuu.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 01:22:34 PM
Delete the last 2 lines of zeroes.
That fixed getting to the CSS problem. now i have 3 random selects. but if i remove 40 and lower the character count to 25 it get a working roy. so i have done something wrong when adding Lucas.


Nvm, even when disabling 40 i get 2 random selects that both crash. now i'm really confused. i have Bx_fighter.rel and the common2.pac

roy was working just fine now he isn't even when i disable marisa. this is weird. i know it is in its early stages. but if i got it working before following the steps that worked now it doesn't. or somehow the brawlex configs are messed up.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 01:26:23 PM
ahh halofan beat me to it.

if your still getting random icons, that means that the slot you added wasn't configured right. check your fighter config and your .rel


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 01:35:06 PM
ahh halofan beat me to it.

if your still getting random icons, that means that the slot you added wasn't configured right. check your fighter config and your .rel

though the new id is 0x92 as roy is 0x91
roy is 3f and marisa is 40
roy is based off of marth and marisa is off of lucas.

what is really confusing is that now that i have disabled marisa, roy isn't even working. he is just a random icon that crashes when hovered, but he wasn't doing that before. i've checked the .REL and the last two digits of roys is 3f and marisa's is 40. the fighter_bx.rel is in place. and the brawlex files are in working order. i'm completely confused.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 01:37:37 PM
Successfully added a Link clone to my roster. My Nazrin PSA.

(http://i178.photobucket.com/albums/w271/T_C_Rhade/Nazrin/al_140104_1707binout_zps64c11860.jpg)

Fixed the Cosmetics. Thanks Sammi!


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 01:49:34 PM

though the new id is 0x92 as roy is 0x91
roy is 3f and marisa is 40
roy is based off of marth and marisa is off of lucas.

what is really confusing is that now that i have disabled marisa, roy isn't even working. he is just a random icon that crashes when hovered, but he wasn't doing that before. i've checked the .REL and the last two digits of roys is 3f and marisa's is 40. the fighter_bx.rel is in place. and the brawlex files are in working order. i'm completely confused.
Having the crashing random icon often means BrawlEx didn't run successfully. It happens frequently even with working codesets and files. If you just keep trying, it'll eventually work.


Title: Re: The BrawlEx Clone Engine
Post by: _Data_Drain_ on January 04, 2014, 01:53:24 PM
Look, _Data_Drain_ ! Chiyako is her own slot. lol

([url]http://i178.photobucket.com/albums/w271/T_C_Rhade/Chiyako%20Amami%20PSA/al_140104_1535binout_zps9a61b0b3.jpg[/url])

Heh, nice.

This code seems like it will be quite a bit of fun to use once all the bugs are ironed out.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 01:55:24 PM
Heh, nice.

This code seems like it will be quite a bit of fun to use once all the bugs are ironed out.

Sorry my PSA for her is taking so long, BTW. D: I changed her from Falco to Marth so I could clone her and fix a few glitches she had.

Does she need to be resized compared to Marf?

Anyone have Mewtwo's files? Not the P:M ones. I wanna add him to my Slot 41.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 01:58:19 PM
Fixed the Cosmetics. Thanks Sammi!

ur welcomes! im glad you got it working.

Having the crashing random icon often means BrawlEx didn't run successfully. It happens frequently even with working codesets and files. If you just keep trying, it'll eventually work.

this hasn't happened to me. the only times it's ever crashed or shown random icons was when i did something wrong. even on the wii.


though the new id is 0x92 as roy is 0x91
roy is 3f and marisa is 40
roy is based off of marth and marisa is off of lucas.

what is really confusing is that now that i have disabled marisa, roy isn't even working. he is just a random icon that crashes when hovered, but he wasn't doing that before. i've checked the .REL and the last two digits of roys is 3f and marisa's is 40. the fighter_bx.rel is in place. and the brawlex files are in working order. i'm completely confused.

hmm...your sure you've named the fighter config correctly? random icons generally mean that BrawlEx didnt start when you loaded the game. OR that BrawlEx can't find any config files for that particular slot.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 02:03:33 PM
welp i figured it out. and as a reminder do not use the default vbihook for the hook type in Brawl if using gecko. use Axtnextframe, i read that in a previous page and felt stupid. as to why that is the magical fix i really don't know.

now my next question is when/how can we edit the cosmetics so that we can show portraits/icons that we are choosing a certain character. or is that a future feature. either way that should be an instruction on the front page. though Sammi told me to do so in the tutorial but i failed to follow that one instruction.

this is still pretty cool. and if you play around with the fighter config you can tell how many costumes a character is allowed to have. so if a character like the 2d marisa only has one costume and is too difficult to make for multiple costumes cause of the different sprites. you can make it only have one costume period thus fixing any random selection of a costume that is non existant crashes. and it could save up on character/sd card space. extremely conveniant.

*edit*
thanks Sammi you helped extremely you also made something that seemed complicated actually easier to understand. so now i can have my friends stop complaining when i replace ROB or some of the other characters i deem lame replaced for more awesome ones. i can now leave the roster alone and just have the boss ones added moreso than replace. heck there is even hope for Clare again. really get my engine going.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 02:12:16 PM

*edit*
thanks Sammi you helped extremely you also made something that seemed complicated actually easier to understand. so now i can have my friends stop complaining when i replace ROB or some of the other characters i deem lame replaced for more awesome ones. i can now leave the roster alone and just have the boss ones added moreso than replace. heck there is even hope for Clare again. really get my engine going.

Your welcome :) im glad i can help everyone out, soon enough everyone will be up and running im sure. once you get the hang of it, repeating the process isn't TOO difficult.


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on January 04, 2014, 02:15:54 PM
I'm very late. This might be my own problem since I never saw anyone post this problem.
I can't open Module 3.3.exe it said some error that might be because I put it on SD card and not computer, but what's weird is my virus protector said it has a threat...I hate to say it since it seems like a lot of people are using this and isn't having problems like this. I trust the one who made the program, but still its weird to see that. If anyone has a suggestion it would be helpful.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 02:22:55 PM
Your welcome :) im glad i can help everyone out, soon enough everyone will be up and running im sure. once you get the hang of it, repeating the process isn't TOO difficult.

i agree the process isn't too difficult. once it is figured out and processed. it is just repetitive.

I'm very late. This might be my own problem since I never saw anyone post this problem.
I can't open Module 3.3.exe it said some error that might be because I put it on SD card and not computer, but what's weird is my virus protector said it has a threat...I hate to say it since it seems like a lot of people are using this and isn't having problems like this. I trust the one who made the program, but still its weird to see that. If anyone has a suggestion it would be helpful.

the only thing i may suggest is to allow an exception in the program. tell your anti-virus basically it is safe and trust worthy. it works just fine and it is 100% safe. i highly doubt phantomwings would make this whole thing just to release a small bit virus. it is a perfectly fine program.


Title: Re: The BrawlEx Clone Engine
Post by: the98pika on January 04, 2014, 02:28:22 PM

the only thing i may suggest is to allow an exception in the program. tell your anti-virus basically it is safe and trust worthy. it works just fine and it is 100% safe. i highly doubt phantomwings would make this whole thing just to release a small bit virus. it is a perfectly fine program.
OK thanks. I know hes trusted and I also trust him, it's probably my anti-virus being over protected :P.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 02:29:01 PM
OK thanks. I know hes trusted and I also trust him, it's probably my anti-virus being over protected :P.

it's trying to stop another Clone Wars.


Title: Re: The BrawlEx Clone Engine
Post by: Kingskull95 on January 04, 2014, 02:38:16 PM
has this happened to anyone, the random slot got turned into mario and i still have 3 randoms ??

my bad forgot to add 29 towards the end of the code :>.>palm:


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 03:07:01 PM
hey PW, i noticed in the hex for the Cosmetic configs, that 0x10 and 0x12 match the ID's in sc_selcharacter.pac for the Fighter's CSS and Battle portrait respectively for every character. is there any particular reason, or is it just a coincidence? :o


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 03:14:48 PM
welp i figured it out. and as a reminder do not use the default vbihook for the hook type in Brawl if using gecko. use Axtnextframe, i read that in a previous page and felt stupid. as to why that is the magical fix i really don't know.
Oh, wow, that does make it work much more consistently.

On a side note, I finally got Roy's sounds working in Brawls! I was right about using the wrong sound bank Id. I just played around with them until I guessed the right one. (For reference, it's 13E that I used.)

hey PW, i noticed in the hex for the Cosmetic configs, that 0x10 and 0x12 match the ID's in sc_selcharacter.pac for the Fighter's CSS and Battle portrait respectively for every character. is there any particular reason, or is it just a coincidence? :o
If that's the case, then... can't we create new cosmetics, assign them unique Ids and change the Cosmetic configs to load from them?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 03:25:42 PM
If that's the case, then... can't we create new cosmetics, assign them unique Ids and change the Cosmetic configs to load from them?

idk yet, im gonna experiment with it for a while, though im sure just having sc_selcharacter.pac load will cause a crash...


Title: Re: The BrawlEx Clone Engine
Post by: Leon Exodio on January 04, 2014, 03:46:08 PM
ok soo i almost got it working for riivo but i keep getting the random icon of death and i edit the xml in riivo to load the new files  but idk if it works because of the random icon of death so is there any thing im doing wrong?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 03:53:58 PM

this is still pretty cool. and if you play around with the fighter config you can tell how many costumes a character is allowed to have. so if a character like the 2d marisa only has one costume and is too difficult to make for multiple costumes cause of the different sprites. you can make it only have one costume period thus fixing any random selection of a costume that is non existant crashes. and it could save up on character/sd card space. extremely conveniant.


and vice versa if you click on more, you can give the slots up to 12 characters
O.o
but than again you would have to add more portraits to a sc_selcharacter or the game would freeze
(http://i.imgur.com/s37OnxOl.png)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 04:07:08 PM
and vice versa if you click on more, you can give the slots up to 12 characters
O.o
but than again you would have to add more portraits to a sc_selcharacter or the game would freeze
([url]http://i.imgur.com/s37OnxOl.png[/url])



i would rather be able to add/edit in brand new CSS information.
but i think one could make a whole new common.pac, i've never seen bxfighter.rel before. so it is possible to add in brand new files.
or if need be i saw something that ASf1nk had made the alloys, warioman, and gigabowser had their own css icons and what not.


Title: Re: The BrawlEx Clone Engine
Post by: KingJigglypuff on January 04, 2014, 04:07:41 PM
Speaking of that, does anyone have any idea what "?A" and "?B" are and what they possibly do?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 04:07:56 PM
hah!!!!!!!!!!!! i found a way to do it!

(https://scontent-b.xx.fbcdn.net/hphotos-prn2/1549276_570617436360597_1621886858_n.jpg)

thats not over an alloy, its a completely new slot that i added into the common5 myself, the csp isn't there but that was just me forgetting to do something


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 04:13:31 PM
Speaking of that, does anyone have any idea what "?A" and "?B" are and what they possibly do?

i thought they might involve the Dark and Mirror versions of the characters. but they apparantly don't.
hah!!!!!!!!!!!! i found a way to do it!
(https://scontent-b.xx.fbcdn.net/hphotos-prn2/1549276_570617436360597_1621886858_n.jpg)
thats not over an alloy, its a completely new slot that i added into the common5 myself, the csp isn't there but that was just me forgetting to do something

Divulge your secrets! i want to haz a more authentic feel to my brawl roster.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on January 04, 2014, 04:15:35 PM
and vice versa if you click on more, you can give the slots up to 12 characters
O.o
but than again you would have to add more portraits to a sc_selcharacter or the game would freeze
([url]http://i.imgur.com/s37OnxOl.png[/url])

Wait, does that mean we can actually ditch cBliss for this if we do this right?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 04:17:45 PM
Speaking of that, does anyone have any idea what "?A" and "?B" are and what they possibly do?
its definetly used for characters like zelda/shiek
and samus/zss

also i uploaded a sc_selcharacter here (https://docs.google.com/file/d/0B2G9p_N3oTiaZHJ2V1kzVmVyckU/edit?pli=1) with extra csps and slot icons if someone wants to run some tests to add seperate slots
i added 62,63,64 and 51 i think
keep in mind that this numbers will differ from the ones added in the css code.

Wait, does that mean we can actually ditch cBliss for this if we do this right?
i believe so


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 04:19:30 PM

Divulge your secrets! i want to haz a more authentic feel to my brawl roster.

once i smooth out a few more things and perfect the process i'll let everyone now :D


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 04:29:38 PM
once i smooth out a few more things and perfect the process i'll let everyone now :D
i shall await the results.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 04:45:39 PM
i can say though, that trying to load sc_selcharacter.pac or an unmodified common5 with the css code will freeze. i used brawl minus's css code since i know that they load the common5.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 04:47:07 PM
i can say though, that trying to load sc_selcharacter.pac or an unmodified common5 with the css code will freeze. i used brawl minus's css code since i know that they load the common5.

Mine loads just fine with edits too. And I use the CSS code. lol


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 04:48:58 PM
i can say though, that trying to load sc_selcharacter.pac or an unmodified common5 with the css code will freeze. i used brawl minus's css code since i know that they load the common5.
i havent encountured issues
and i have loaded a sc_selcharacter always
maybe ur scselcharacter is corrupted


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 04:52:26 PM
i havent encountured issues
and i have loaded a sc_selcharacter always
maybe ur scselcharacter is corrupted

that would be wierd..i used the one straight from the iso


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 04:52:38 PM
i can say though, that trying to load sc_selcharacter.pac or an unmodified common5 with the css code will freeze. i used brawl minus's css code since i know that they load the common5.

are you saying if you have an unmodified version without extra CSS data. it will crash? or if you don't have a special code. either way once it is figured out, it will require extra codes correct?

also how does one go about giving the clones their own names in the win screen. i know ASF1NK has a method but i cannot find the character id in the codes.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 04:57:05 PM

are you saying if you have an unmodified version without extra CSS data. it will crash? or if you don't have a special code. either way once it is figured out, it will require extra codes correct?

also how does one go about giving the clones their own names in the win screen. i know ASF1NK has a method but i cannot find the character id in the codes.
You can change it in the CosmeticConfig file using a hex editor.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 05:00:47 PM
You can change it in the CosmeticConfig file using a hex editor.

EEEYUCK! i haven't touched a hex editor in about 2 years. that was when the .rels for characters were new.

i should do it, or i can wait til a more conveniant method. i'm extremely lazy. and i wouldn't exactly go out of my for just names.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 05:04:33 PM

EEEYUCK! i haven't touched a hex editor in about 2 years. that was when the .rels for characters were new.

i should do it, or i can wait til a more conveniant method. i'm extremely lazy. and i wouldn't exactly go out of my for just names.

It's really, really easy. It just takes a second, and it's actually easier than the codes, I think.
(http://i.imgur.com/hoqFijG.png)
You just type the name you want in the window on the right in place of the original and make sure the rest of the rows after are filled with zeroes.
(http://i.imgur.com/ZsHMp7t.png)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 05:11:46 PM
i havent encountured issues
and i have loaded a sc_selcharacter always
maybe ur scselcharacter is corrupted

THAT is interesting. i donwloaded your sc_selcharacter.pac and it loaded fine. i wonder if its just stock from the iso that it wont load. either way, that means this will be much easier


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 05:14:37 PM
It's really, really easy. It just takes a second, and it's actually easier than the codes, I think.
([url]http://i.imgur.com/hoqFijG.png[/url])
You just type the name you want in the window on the right in place of the original and make sure the rest of the rows after are filled with zeroes.
([url]http://i.imgur.com/ZsHMp7t.png[/url])

i feel kinda sad right now lol. not as hard as i thought... maybe in the future the Brawlex editor will include it. either way this is pretty easy.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 05:22:28 PM
(http://i.imgur.com/PM59Drp.jpg)

well now, it looks like its much easier then i made it out to be.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 05:27:15 PM
 cannot wait for this beautiful mess my friend. once i can give my characters their own CSS. i will do more than 2 characters. though memory limitations are going to be a problem. so i'll have to do some nifty stuff to save on room.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 05:32:44 PM

i feel kinda sad right now lol. not as hard as i thought... maybe in the future the Brawlex editor will include it. either way this is pretty easy.

Yeah - incidentally, the announcer call is in there, as well. In the example I showed, it's the part that says 00002012. It was SonicBrawler who told me that changing the last two digits to 2A would make it call out Fighting Alloy Team, which is kind of nice actually. It helps to separate the clones from the originals, ya know? Makes them feel as special as they are.
([url]http://i.imgur.com/PM59Drp.jpg[/url])

well now, it looks like its much easier then i made it out to be.

Whoa, whoa, whoa - where did that sc_selcharacter come from? It looks really nice. I'm using Dark Flaming Blue (which works), but I really want to try that one out.

cannot wait for this beautiful mess my friend. once i can give my characters their own CSS. i will do more than 2 characters. though memory limitations are going to be a problem. so i'll have to do some nifty stuff to save on room.

I think I'm going to get rid of the images with the characters' names that appear over the CSP and just put their names on the CSP itself. That ought to save some room, and it'll let my alternate costumes have their own name there.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 04, 2014, 05:33:32 PM
^ its called the grid


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 04, 2014, 05:34:08 PM
Someone really needs to make a pack for this which has a detailed step-by-step noob-friendly readme. I was able to get Cloud, Mewtwo and Roy from a friend, and when I tried to add SuperZelda's Daisy I got totally lost ;-;

such a pack would need to include Cloud over Ike, Roy over Marth, Mewtwo over Lucario, Daisy over Peach, Rosalina over Peach, Pichu over Pikachu, Young Link over Link, Zoroark over Lucario, Toon Zelda over Lucas, Dr. Mario over Mario, Scott Pilgrim over Lucas, Shadow over Sonic, Waluigi over Pit and Goku over Pit for the time being due to Clone Engine limitations.

Hint hint :3


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 04, 2014, 05:38:59 PM
I just want to add Mewtwo and Roy for now. Still need to figure this out...


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 05:39:24 PM
^ its called the grid
Thanks, can't believe I've never seen it before. I guess it's been a while since I've thought to get a new sc_selcharacter.

Someone really needs to make a pack for this which has a detailed step-by-step noob-friendly readme. I was able to get Cloud, Mewtwo and Roy from a friend, and when I tried to add SuperZelda's Daisy I got totally lost ;-;

Hint hint :3
I - actually wrote one out for a friend of mine who uses the hackless method. I could post it here, if you'd like? You can just ignore the steps I put there for them to set up their Smash Stack.


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 04, 2014, 05:43:26 PM
Yeah that'd be pretty cool.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 05:48:09 PM
Alright. Be warned - it's as beginner friendly as I could make it (I mean VERY beginner friendly - the person I wrote it for has only used Project M and nothing else), but it's still pretty long and may be complicated in some parts. Just ignore steps 2, 3 and 6.5 if you're using homebrew, as those are for the hackless method. They'll be in red so you'll know you can skip them.

How to use the BrawlEx Clone Engine with the Hackless Method

Before I start, you should know there are only certain characters you can Clone at the moment. Ike, Link, Lucario, Lucas*, Mario, Marth, Peach, Pikachu, Pikmin, Pit, Snake, Sonic and Wolf can all be cloned. The others can't. People have had problems with Lucas, so I wouldn't recommend trying him.

If you have any questions about a specific part, you can feel free to ask. I think I've covered everything as simply as possible, but I may be wrong.

1. Have a blank SD Card.

2. Download Smash Stack and place it in /private/wii/app/RSBE/st
    (You could also just copy the st folder from Project M - it's the same thing)

3. Place the Smash Stack boot.elf into your SD Card Root directory as well as gameconfig.txt.
    (Again, you could just copy the boot.elf and gameconfig.txt from Project M)

4. Download Code Manager.

Code Manager allows you to create and manage GCT code files, which are used to run basically… well, everything.

5. Add the File Patch Code 3.5.1b to Code Manager. To do this, click the Add a code/comment/category button on the bottom left. Name the code and hit Ok. Copy the File Patch Code 3.5.1b and paste it into the Code Contents section. The File Patch Code is here:
 E0000000 80008000
  225664EC 00000000
  0401BFE0 4858BE20
  065A7E00 00000070
  38A00067 38810020
  3CE0805A 60E37C18
  4BE52531 38A0007F
  3883FFE8 38610020
  4BE52521 38A00068
  60E47C18 38610020
  9421FF80 BC410008
  38610088 4BA74DB9
  7C7C1B78 2C030000
  4082000C 38210080
  4800001C B8410008
  38210080 4BE524E5
  38610008 4BA742E1
  7C7C1B78 4BA741E8
  040223E0 48585BC0
  065A7FA0 00000028
  80010044 3C608001
  6063581C 7C001800
  4082000C 7FDDC850
  3BDEFFE0 93DB0008
  4BA7A424 00000000
  0401CD0C 4858B1F4
  065A7F00 00000038
  2C030000 4182000C
  4BA7DD51 4BA74E04
  80780008 2C030000
  41820014 8118000C
  7C634214 7C7B1850
  48000008 8078000C
  4BA74DE0 00000000
  043EE9D8 48000014
  043EEBD4 48000014
  043D8B9C 48000018
  043E9B4C 38600000
  043E9D38 38600000
  043D8C80 60000000
  80000000 80406920
  80000001 805A7C00
  8A001001 00000000
  045A7C10 2F525342
  045A7C14 452F7066
  80000001 805A7B00
  8A001001 00000000
  065A7B10 0000000F
  2F525342 452F7066
  2F736F75 6E642F00
  041C6CE0 483E0D20
  065A7A00 00000028
  9421FF80 BC410008
  3C60805A 60637B1F
  4BE52931 B8410008
  38210080 4BE52995
  4BC1F2C4 00000000
  065A7900 00000078
  9421FF80 7C0802A6
  9001000C BC810010
  9421FF00 7C872378
  54B2BA7E 7CD33378
  38800000 9081000C
  90810010 90610014
  90810018 3880FFFF
  9081001C 38610020
  90610008 7CE43B78
  38A00080 4BE529F5
  38610008 4BA752A1
  60000000 80210000
  B8810010 8001000C
  7C0803A6 80210000
  4E800020 00000000
  043E399C 481C3F04
  065A78A0 00000010
  80BC0020 7CA59214
  3A400000 4BE3C0F4
  043DBAEC 481CBDE4
  065A78D0 00000018
  800302A4 2C130000
  41820008 7E609B78
  3A600000 4BE3420C
  041CDF7C 483D9884
  065A7800 00000098
  818C0014 9421FF80
  BC410008 60000000
  60000000 60000000
  60000000 7C882378
  3C60804D 60630000
  3C80805A 60847B00
  7CC53378 38C04200
  80E40080 2C070000
  40820014 60000000
  480000B9 2C030000
  41820010 B8410008
  80210000 4BC26724
  70A501FF 3868FFFF
  3C80804C 6084FFFF
  7C842A14 38A04001
  38A5FFFF 8C040001
  9C030001 2C050000
  4082FFF0 B8410008
  80210000 4BC2670C
  141CCF90 483DA770
  065A7700 00000048
  9421FF80 BC410008
  7FE3FB78 3C80805A
  60847B00 38A00000
  38C04000 480001E5
  90640080 807F0008
  907A0014 907A005C
  907A0074 B8410008
  80210000 807F0000
  4BC25854 00000000
  E0000000 80008000
6. Add the Custom CSS code. This will vary based on how many characters you're wanting to add. This here is the code with the base roster filled in:
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000024
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A231929 00000000
There are two very important lines you'll have to change. For every Clone Engine character you want to add, you must increase the last number of this line.

06680DE0 00000024

by 1. For example, if you're adding one Clone Engine character, the line should be

06680DE0 00000025

Or if you're adding ten Clone Engine characters, the line would be

06680DE0 0000002E

^Keep in mind that these numbers are hexadecimal, meaning the progression of the number as you add more would go from 29 to 2A, 2B, 2C, 2D, 2E, 2F, then 30.

The second important line is

0A231929 00000000

this one. Every 2 letters in the code after the last one I talked about represents a character slot that will show up. This is the last line of those, with 29 being the Random button. Each character you add needs to be added to the roster while keeping the Random button last. Starting from 3F and counting upwards, add a slot for every character you're adding. If you're adding one character, then the line would become

0A23193F 29000000

Two characters

0A23193F 40290000

Three characters

0A23193F 40412900

And so on. You can add extra lines if it becomes necessary. The important thing to remember is that 29 must be last, and the rest of the line must be filled in with zeroes.

It's best to start off with only cloning one character, and only adding one at a time.


6.5. Add the Disable Custom Stages code
046B841C 48000040


7. Download BrawlEx, the BrawlEx Config Utility, and the Module Editor. They're all in the original post of the BrawlEx Topic.

8. In the BrawlEx folder, there's a folder called Core Files. Copy the contents of this folder to your SD card into /private/wii/app/RSBE/pf

9. Go into the BrawlEx folder, into Config Templates and FighterConfig and copy the FighterConfig file of the character you want to Clone into the BrawlEx Config Utility folder. Open it in BrawlEx Config Utility.

10. Change the name of the character in the space to whatever you want it to be. It's probably a good idea to name it for the PSA you're going to use. If you're cloning Marth, for example, you could type in Roy.

11. In the resources box on the right, change Kirby to none. Otherwise, he'll freeze when they're loaded together.

12. Save the file as Fighter3F.dat (Increment the name for clones after the first. Your second character will be Fighter40.dat, then Fighter41.dat, and so on.)

13. On the SD Card, place Fighter3F.dat in private/wii/app/RSBE/pf/BrawlEx/FighterConfig

14. Go back into the BrawlEx folder you downloaded and Config Templates. In CosmeticConfig, you should again copy the file of the character you're cloning and rename it Cosmetic3F.dat. Put it in the SD Card in private/wii/app/RSBE/pf/BrawlEx/CosmeticConfig
(Increment the name for clones after the first. Your second character will be Cosmetic40.dat, then Cosmetic41.dat, and so on.)

15. Go back into the BrawlEx folder you downloaded and Config Templates. In CSSSlotConfig, you should again copy the file of the character you're cloning and rename it CSSSlot3F.dat. Put it in the SD Card in private/wii/app/RSBE/pf/BrawlEx/CSSSLotConfig
(Increment the name for clones after the first. Your second character will be CSSSlot40.dat, then CSSSlot41.dat, and so on.)

16. One more time. Go back into the BrawlEx folder you downloaded and Config Templates. In SlotConfig, you should again copy the file of the character you're cloning and rename it Slot3F.dat. Put it in the SD Card in private/wii/app/RSBE/pf/BrawlEx/SlotConfig
(Increment the name for clones after the first. Your second character will be Slot40.dat, then Slot41.dat, and so on.)

17. Now, go into BrawlEx and into the ExModules folder. Copy the module file of the character you're Cloning into the Module Editor folder.

18. Open it in Module Editor and click on its name in the list. On the right, you'll see an Id. This can't conflict with the original, so it must be changed. Any Id 90 or higher will work. If you're doing multiple characters, don't use the same Id twice.

19. Expand the file with the plus button and select section[8]. On the right, you'll see a button that says Memory Viewer. Press it and look at the first line. Change the last two numbers of that first part to 3F. Close the Memory Viewer and save the Module file as ft_***.rel, where *** is the name of what you named your character in step 10. (If you named them Roy, this would be ft_roy.rel)

20. Place your new .rel file on your SD Card in private/wii/app/RSBE/pf/Module

21. Now, this is it. Go to Brawl Vault and download the PSA you want for your cloned character and place it in pf/fighter/***, where *** is the name of your character. Name the moveset file as Fit***.pac, the costume files as Fit***##.pac and Fit***##.pcs, etc. If you were doing Roy, these would be named as FitRoy.pac, FitRoy00.pac, etc. You must have all of the files that a normal character requires, including FitCharacterMotionEtc, FitCharacterFinal, FitCharacterDark, FitCharacterSpy and possibly FitCharacterFake. If the PSA you download doesn't have those, then download the files the original character used from the data partition on the Resources page.

22. Repeat steps 9 through 21 for every character you're cloning.

23. You're done! If you've done everything correctly, then when you boot up your game you'll have your extra clone slots.

Now, there are a couple of errors that frequently happen and aren't a result of having done something wrong. BrawlEx sometimes fails to start up properly. When this happens, one of three things will happen:

The game will freeze at the strap loader screen
The game will freeze when entering the Character Select Screen
You'll have Random icons instead of Clone Character icons. These Random icons will freeze when highlighted.

If any of these things happen, simply turn off the wii and boot it up again until it works properly. This can sometimes take many tries before it boots correctly.

The errors I talked about there happen a lot less frequently, as I've since been told, if you go into Gecko's config and change the hook type to Axtnextframe.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 05:49:24 PM
I just want to add Mewtwo and Roy for now. Still need to figure this out...
i posted up a pack a few pages back with roy mewtwo and drmario
maybe u can download it to use it as reference


@shinf
u forgot to mention that a psa needs all its files:
fitmotion
fitroy.pac
fitfinal.pac
etc.

darkspy and the other weird ones are not needed if u are not playing a special brawl (invinsible mode etc.)

also if your clone only comes with one costume
you can edit the fighterconfig file to only load one costume to save some hassle


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on January 04, 2014, 05:51:04 PM
Just ignore steps 2, 3 and 6.5 if you&#039;re using homebrew, as those are for the hackless method.

I guess you could highlight the parts that can be skipped with colored text, that'd make it easier to read


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 05:56:27 PM
Someone really needs to make a pack for this which has a detailed step-by-step noob-friendly readme. I was able to get Cloud, Mewtwo and Roy from a friend, and when I tried to add SuperZelda's Daisy I got totally lost ;-;

on the OP of this thread near the bottom, there is 2 video tutorials that i made that are really in depth and noob friendly. they're in the spoilers under 'video tutorial'.

you can use that too if your using gecko or dolphin


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 06:01:19 PM
I guess you could highlight the parts that can be skipped with colored text, that'd make it easier to read

That's a good idea, thanks.

@shinf
u forgot to mention that a psa needs all its files:
fitmotion
fitroy.pac
fitfinal.pac
etc.

darkspy and the other weird ones are not needed if u are not playing a special brawl (invinsible mode etc.)

also if your clone only comes with one costume
you can edit the fighterconfig file to only load one costume to save some hassle

Fixed, thanks for pointing that out.

on the OP of this thread near the bottom, there is 2 video tutorials that i made that are really in depth and noob friendly. they're in the spoilers under 'video tutorial'.

you can use that too if your using gecko or dolphin

This is true. I've watched those and you've done a really good job with them.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 06:10:42 PM
Welp, i edited a fighterconfig file to load 10 costumes, added csps and more fitcharacter00.pac files, but the CSS is not acknowledging that there are 10 costumes
I even used one of cbliss codes to make the game think that there are 10 costumes

hmm
im going to try to make the clones use Wario's cosmetics, and see what would happen than.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 04, 2014, 06:27:57 PM
(A) (S)mart (F)ellow did something pretty (http://i105.photobucket.com/albums/m202/antjor_s38/00000000-6.png) cool! (http://i105.photobucket.com/albums/m202/antjor_s38/00000000-8.png)



Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 04, 2014, 06:31:27 PM
(A) (S)mart (F)ellow did something pretty ([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-6.png[/url]) cool! ([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-8.png[/url])
That mother[censored]er. :>.>:


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 06:32:25 PM
(A) (S)mart (F)ellow did something pretty ([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-6.png[/url]) cool! ([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-8.png[/url])

i know A.S.F did this. he has done something similiar. it involved Giga Bowser alloys and Warioman. he is a genius, and i hope he shares his secrets.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 06:33:57 PM
mmkaaayyy well. im still working on getting the csp. but the battle portrait i can explain how to do

EDIT: NOT FINISHED YET


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 06:37:09 PM
(A) (S)mart (F)ellow did something pretty ([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-6.png[/url]) cool! ([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-8.png[/url])


I supposed.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 04, 2014, 06:39:04 PM
mmkaaayyy well. im still working on getting the csp. but the battle portrait i can explain how to do


STEP ONE: Hex Editing

 open up the cosmetic config file in the hex editor, and find the cosmetic slot (0x10)

([url]http://i.imgur.com/YbV6AwE.png[/url])

now change it to a new value over 80 (i just start at 90 to be sure.) but the number has to be in hex. 90 is 5A

([url]http://i.imgur.com/qofMeHU.png[/url])

once you change the cosmetic ID, remember that number...maybe jot it down if you need to.


STEP TWO: BrawlBox and sc_selcharacter.pac

Go ahead and find your sc_selcharacter.pac file, if you dont have one, you may want to go find one or this wont work.

open it up in brawlbox, it should look like this

([url]http://i.imgur.com/585OS6x.png[/url])

we want to right click the blue one, char_bust_tex, and then click new, BRResource Pack.

now it should look like this:

([url]http://i.imgur.com/mV5107Z.png[/url])

Change this number here to match the Cosmetic ID that i told you to remember.

([url]http://i.imgur.com/V899Swj.png[/url])

after you change it, it should change the resource you added to this

([url]http://i.imgur.com/oJnXjna.png[/url])

once it's labled like that, right click on it and hit 'import' and 'texture' find the Battle portraits you want it to have and click ok

your screen should now look like this

([url]http://i.imgur.com/IA5tN3O.png[/url])

that will be the battle portait. there are numerous other things that you WOULD have to do if i had figured them out yet, but for now this will change the battle portrait on the CSS. in game it will be blank and for some reason the name will be green alloy. i have tested this on ALOT of numbers, its not over any of the alloys, the cosmetic slot is independant from all of the others

now put your sc_selcharacter.pac file in pf/menu2 and your cosmetic config file in your BrawlEx directory


i did that, and i get a freeze at teh css


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 06:40:09 PM
mmkaaayyy well. im still working on getting the csp. but the battle portrait i can explain how to do


STEP ONE: Hex Editing

 open up the cosmetic config file in the hex editor, and find the cosmetic slot (0x10)

([url]http://i.imgur.com/YbV6AwE.png[/url])

now change it to a new value over 80 (i just start at 90 to be sure.) but the number has to be in hex. 90 is 5A

([url]http://i.imgur.com/qofMeHU.png[/url])

once you change the cosmetic ID, remember that number...maybe jot it down if you need to.


STEP TWO: BrawlBox and sc_selcharacter.pac

Go ahead and find your sc_selcharacter.pac file, if you dont have one, you may want to go find one or this wont work.

open it up in brawlbox, it should look like this

([url]http://i.imgur.com/585OS6x.png[/url])

we want to right click the blue one, char_bust_tex, and then click new, BRResource Pack.

now it should look like this:

([url]http://i.imgur.com/mV5107Z.png[/url])

Change this number here to match the Cosmetic ID that i told you to remember.

([url]http://i.imgur.com/V899Swj.png[/url])

after you change it, it should change the resource you added to this

([url]http://i.imgur.com/oJnXjna.png[/url])

once it's labled like that, right click on it and hit 'import' and 'texture' find the Battle portraits you want it to have and click ok

your screen should now look like this

([url]http://i.imgur.com/IA5tN3O.png[/url])

that will be the battle portait. there are numerous other things that you WOULD have to do if i had figured them out yet, but for now this will change the battle portrait on the CSS. in game it will be blank and for some reason the name will be green alloy. i have tested this on ALOT of numbers, its not over any of the alloys, the cosmetic slot is independant from all of the others

now put your sc_selcharacter.pac file in pf/menu2 and your cosmetic config file in your BrawlEx directory


Those are not battle portraits, those are CSP's.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 06:41:06 PM
stupid keyboard, that wasn't finished lol. gotta add a few more images to the sc_selcharacter.pac or it will freeze

Those are not battle portraits, those are CSP's.

i thought the csp was the characters face you could select? with this that will still be random until i test a few more things


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 06:43:05 PM
mmkaaayyy well. im still working on getting the csp. but the battle portrait i can explain how to do

EDIT: NOT FINISHED YET
isnt that the csp?


Quote
i thought the csp was the characters face you could select? with this that will still be random until i test a few more things
that is called the CSs slot
u will probably have to do the same thing but edit the slot file


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 06:44:57 PM
stupid keyboard, that wasn't finished lol. gotta add a few more images to the sc_selcharacter.pac or it will freeze

i thought the csp was the characters face you could select? with this that will still be random until i test a few more things

The character's face is the Icon.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 07:14:27 PM
oh [censored] me, i typed out this gigantic long ass tutorial with pics every step the way then accidentally deleted it Dx oh well..[censored]


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 04, 2014, 07:16:42 PM
oh [censored] me, i typed out this gigantic long ass tutorial with pics every step the way then accidentally deleted it Dx oh well..[censored]

D: daaaannngggg.

make a video tutorial :3


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 07:18:22 PM
oh [censored] me, i typed out this gigantic long ass tutorial with pics every step the way then accidentally deleted it Dx oh well..[censored]

Awww, dang. That sucks.

... Is anyone else here not getting notifications when there are posts here?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 04, 2014, 07:18:56 PM
Awww, dang. That sucks.

... Is anyone else here not getting notifications when there are posts here?

Me, I noticed.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 07:22:12 PM
oh [censored] me, i typed out this gigantic long ass tutorial with pics every step the way then accidentally deleted it Dx oh well..[censored]

Look for the quotes I made of you.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 07:39:40 PM
Brawl Ex 10+ characters Per Slot (http://www.youtube.com/watch?v=grSATZD-eXc#)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 07:43:18 PM
Look for the quotes I made of you.

I tried that, even though it shows the first half of the tut, which wasn't done, it cant be copied into a new post


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 07:55:51 PM
I tried that, even though it shows the first half of the tut, which wasn't done, it cant be copied into a new post

Quote yourself again.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 04, 2014, 08:00:00 PM
Guys are you STILL having this random icon issue thing?

If so you should:

1- Backup and format the SD card. FAT and FAT32 are recommended. I use FAT personally.
2- Make sure bx_fighter.rel is in your module folder. I made that mistake and I don't want to see it repeated.
3- Check your hook type; it has to be AXNextFrame for best results.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 08:02:02 PM
Guys are you STILL having this random icon issue thing?

If so you should:

1- Backup and format the SD card. FAT and FAT32 are recommended. I use FAT personally.
2- Make sure bx_fighter.rel is in your module folder. I made that mistake and I don't want to see it repeated.
3- Check your hook type; it has to be AXNextFrame for best results.
yeah, i think i should do the number one method. this 2gb hasn't been formatted since the day File Patch code 1.0 came out.
AxNextFrame, i don't get why this is the magical fix for this code. is it new or has something special?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 04, 2014, 08:27:54 PM
[Brawl Hack] Brawl Ex: Melee Fighters (http://www.youtube.com/watch?v=_z1YMWUdchA#)

Well here is Brawl Ex in action. Might as well post it to show what it can turn out to be. lol.

Im bad as Dr. mario lol


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 04, 2014, 08:29:01 PM
Okay. So. I think I have everything set up. However, my game freezes after I load my game via Configurable USB Loader. I have:
-the BrawlEX files in \private\wii\app\RSBE\pf\BrawlEX (I edited the template "3F" to use Roy as the file name. I enabled six slots, because I have six textures, plus the 00 texture, I want to test).
-the common2.pac in the "system" folder
-the Kirby, bx_fighter, and edited "Roy" module in the "module" folder
-The "Roy" files in the Roy folder
Could the issue be that I have a sc_selcharacter.pac with CSP slots for cBliss textures?

Here are my codes that are in my game.
(BTW, I have the cBliss codes disabled in this copy-paste from my TXT. It shows up enabled, but I disabled it, trying to get my game to load)
Code:
RSBE01
Super Smash Bros. Brawl (U)

File Replacement 3.5.1
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000

File Patch Code v3.5.1b
* E0000000 80008000
* 225664EC 00000000
* 0401BFE0 4858BE20
* 065A7E00 00000070
* 38A00067 38810020
* 3CE0805A 60E37C18
* 4BE52531 38A0007F
* 3883FFE8 38610020
* 4BE52521 38A00068
* 60E47C18 38610020
* 9421FF80 BC410008
* 38610088 4BA74DB9
* 7C7C1B78 2C030000
* 4082000C 38210080
* 4800001C B8410008
* 38210080 4BE524E5
* 38610008 4BA742E1
* 7C7C1B78 4BA741E8
* 040223E0 48585BC0
* 065A7FA0 00000028
* 80010044 3C608001
* 6063581C 7C001800
* 4082000C 7FDDC850
* 3BDEFFE0 93DB0008
* 4BA7A424 00000000
* 0401CD0C 4858B1F4
* 065A7F00 00000038
* 2C030000 4182000C
* 4BA7DD51 4BA74E04
* 80780008 2C030000
* 41820014 8118000C
* 7C634214 7C7B1850
* 48000008 8078000C
* 4BA74DE0 00000000
* 043EE9D8 48000014
* 043EEBD4 48000014
* 043D8B9C 48000018
* 043E9B4C 38600000
* 043E9D38 38600000
* 043D8C80 60000000
* 80000000 80406920
* 80000001 805A7C00
* 8A001001 00000000
* 045A7C10 2F525342
* 045A7C14 452F7066
* 80000001 805A7B00
* 8A001001 00000000
* 065A7B10 0000000F
* 2F525342 452F7066
* 2F736F75 6E642F00
* 041C6CE0 483E0D20
* 065A7A00 00000028
* 9421FF80 BC410008
* 3C60805A 60637B1F
* 4BE52931 B8410008
* 38210080 4BE52995
* 4BC1F2C4 00000000
* 065A7900 00000078
* 9421FF80 7C0802A6
* 9001000C BC810010
* 9421FF00 7C872378
* 54B2BA7E 7CD33378
* 38800000 9081000C
* 90810010 90610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 7CE43B78
* 38A00080 4BE529F5
* 38610008 4BA752A1
* 60000000 80210000
* B8810010 8001000C
* 7C0803A6 80210000
* 4E800020 00000000
* 043E399C 481C3F04
* 065A78A0 00000010
* 80BC0020 7CA59214
* 3A400000 4BE3C0F4
* 043DBAEC 481CBDE4
* 065A78D0 00000018
* 800302A4 2C130000
* 41820008 7E609B78
* 3A600000 4BE3420C
* 041CDF7C 483D9884
* 065A7800 00000098
* 818C0014 9421FF80
* BC410008 60000000
* 60000000 60000000
* 60000000 7C882378
* 3C60804D 60630000
* 3C80805A 60847B00
* 7CC53378 38C04200
* 80E40080 2C070000
* 40820014 60000000
* 480000B9 2C030000
* 41820010 B8410008
* 80210000 4BC26724
* 70A501FF 3868FFFF
* 3C80804C 6084FFFF
* 7C842A14 38A04001
* 38A5FFFF 8C040001
* 9C030001 2C050000
* 4082FFF0 B8410008
* 80210000 4BC2670C
* 141CCF90 483DA770
* 065A7700 00000048
* 9421FF80 BC410008
* 7FE3FB78 3C80805A
* 60847B00 38A00000
* 38C04000 480001E5
* 90640080 807F0008
* 907A0014 907A005C
* 907A0074 B8410008
* 80210000 807F0000
* 4BC25854 00000000
* E0000000 80008000

Replacement SoundBank Engine v1.20 [InternetExplorer, Dantarion]
* 80000000 80406920
* 80000001 805A7D18
* 045A7D00 805A7D18
* 8A001001 00000000
* 065A7D28 00000015
* 2F525342 452F7066
* 2F736678 2F25642E
* 7361776E 64000000
* 045A7D10 919B6600
* C21C8370 0000003C
* 9421FF80 BC610008
* 3C60805A 60637000
* 94230008 7C611B78
* 3B5A0007 3C60805A
* 60637D00 9343FFE0
* 38800000 9081000C
* 90810010 93610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 3C80805A
* 60847D18 7F45D378
* 3D80803F 618C89FC
* 7D8903A6 4E800421
* 38810020 7F63DB78
* 38A00000 38C00000
* 3D80805A 618C7900
* 7D8903A6 4E800421
* 2C030000 40820114
* 3C60805A 60637D00
* 8081FE90 9083FFD0
* 7F64DB78 3884FFFD
* 3CC05257 60C65344
* 38840004 81240000
* 7C093000 4082FFF4
* 7C9B2050 9083FFC0
* 3D2090E6 61290F10
* 81290000 7D244B78
* 7C862378 38C60008
* 80A4002C 7C842A14
* 38840008 3CE0805A
* 60E77D00 8167FFE0
* 38840008 80A40000
* 7CA53214 80E50000
* 7C075800 4082FFEC
* 7D244B78 80C50024
* 7CA43214 38A50008
* 80E50000 38A50008
* 7F63DB78 38630009
* 80C50000 7CC43214
* 38E7FFFF 81430000
* 91460008 81430004
* 91460014 81430008
* 91460018 3863000C
* 38A50008 2C070000
* 4181FFD0 3C60805A
* 60637D00 8083FFD0
* 80A3FFC0 7C852050
* 7F66DB78 7CE62A14
* 89070000 99060000
* 38C60001 38E70001
* 3884FFFF 2C040000
* 4181FFE8 38600000
* 2C030000 3CA0805A
* 60A57D00 9065FFF0
* 3C20805A 60217000
* 80210008 B8610008
* 38210080 7D8903A6
* 4182000C 4E800421
* 48000008 7CE33B78
* 60000000 00000000
* C21C8658 00000007
* 3E00805A 62107D00
* 8230FFF0 2C110000
* 40820010 7CE33B78
* 3B200000 41820014
* 4E800421 3A400001
* 9250FFF0 60000000
* 60000000 00000000
.sawnd files go in X:/private/wii/app/RSBE/pf/sfx

Custom Victory Themes v1.2 [Dantarion], with corresponding new IDs for each theme [Also Dantarion]
* 064088C0 000000B8
* 00003000 00003001
* 00003002 00003003
* 00003004 00003005
* 00003006 00003007
* 00003008 00003009
* 0000300A 0000300B
* 0000300C 0000300D
* 0000300E 0000300F
* 00003010 00003011
* 00003012 00003013
* 00003014 00003015
* 00003016 00003017
* 00003018 00003019
* 0000301A 0000301B
* 0000301C 0000301D
* 0000301E 0000301F
* 00003020 00003021
* 00003022 00003023
* 00003024 00003025
* 00003026 00003027
* 00003028 00003029
* 0000302A 0000302B
* 0000302C 0000302D
* 00003000 00003001 //Mario, DK
* 00003002 00003003 //Link, Samus
* 00003004 00003005 //ZSS, Yoshi
* 00003006 00003007 //Kirby, Fox
* 00003008 00003009 //Pikachu,Luigi
* 0000300A 0000300B //Falcon,Ness
* 0000300C 0000300D //Koopa,Peach
* 0000300E 0000300F //Zelda,Shiek
* 00003010 00003011 //IC's,Popo
* 00003012 00003013 //Nana,Marth
* 00003014 00003015 //G&W,Falco
* 00003016 00003017 //Ganon,Wario
* 00003018 00003019 //Meta,Pit
* 0000301A 0000301B //Olimar,Lucas
* 0000301C 0000301D //Diddy,Charizard
* 0000301E 0000301F //Charizard(Independant),Ivy
* 00003020 00003021 //Ivy(Independant),Squirt
* 00003022 00003023 //Squirt(Independant),D3
* 00003024 00003025 //Lucario,Ike
* 00003026 00003027 //ROB, Jiggs
* 00003028 00003029 //Toon Link, Wolf
* 0000302A 0000302B //Snake, Sonic
* 0000302C 0000302D //Giga, Warioman

CSS/SSS Codes

Disable Custom Stages
* 046B841C 48000040

Stage Roster Expansion System v2.0 [Phantom Wings]
* E0000000 80008000
* 04043B20 380000FF
* 04043B40 1C060018
* 04043B58 38840018
* 04949C8C 3884B460
* 04949D10 3884B460
* 04949E20 3884B460
* 04949EFC 3884B460
* C294A588 00000003
* A063001A 2C030040
* 41800008 38600000
* 60000000 00000000
* C294A1D0 00000003
* 7C7D1B78 2C03FFFF
* 40820008 3FA0003F
* 60000000 00000000
* 04015564 48000010
* 2042AEB0 00000041
* 0442AEB0 00000000
* 80000000 8042AEB0
* 80000001 8042AEB0
* 60000030 00000000
* 8A001801 00000000
* 86000000 00000024
* 86000001 00000018
* 62000000 00000000
* 0042B348 024B0000
* 0442B348 00000040
* 0642B34C 00000010
* 73745F63 7573746F
* 6D00002E 72656C00
* 80000000 8042BC18
* 80000001 8042B460
* 8A010001 00000000
* 0442B560 8042BC14
* 0042BC18 010F0000
* 0642BC14 00000008
* 43757374 6F6D0000
* E0000000 80008000
* 04043B34 483E783C
* 0642B370 00000050
* 2C060031 4080000C
* 80040000 48000040
* 3806000F 7C030000
* 40820030 3866FFD0
* 38C4000F 38860001
* 3CA08042 60A5B450
* 38E00000 7E6802A6
* 4BFCB811 7E6803A6
* 38C00031 4BC1878C
* 3884FFE8 4BC1877C
* 04949C88 4BAE1749
* 04949D0C 4BAE16C5
* 04949E1C 4BAE15B5
* 04949F08 4BAE14C9
* 0642B3D0 00000060
* 9421FF80 BC610010
* 7C6802A6 9061000C
* 2C000040 41800030
* 7C030378 3863FFC1
* 3CC08042 60C6BC1C
* 38860001 3CA08042
* 60A5B450 38E00000
* 39200000 4BFCB7AD
* 38000040 540013BA
* 8061000C 7C6803A6
* B8610010 80210000
* 4E800020 00000000
* 0042B455 00000078
* 0442B45C 00000002

Eternal Yoshi's Maxed Out SSS
* 046B8F5C 7C802378
* 046B8F64 7C6300AE
* 040AF618 5460083C
* 040AF68C 38840002
* 040AF6AC 5463083C
* 040AF6C0 88030001
* 040AF6E8 3860FFFF
* 040AF59C 3860000C
* 060B91C8 00000018
* BFA10014 7CDF3378
* 7CBE2B78 7C7D1B78
* 2D05FFFF 418A0014
* 006B929C 00000027
* 066B99D8 00000027
* 00010203 04050908
* 0A0B0C0D 0E0F1114
* 151A1917 06131D1B
* 1C1F2021 22252423
* 27280710 12161800
* 006B92A4 00000027
* 066B9A58 00000027
* 1E262A2B 2C2D2E2F
* 30313233 34353637
* 38393A3B 3C3D3E3F
* 40414243 44454647
* 48494A4B 4C4D4E00
* 06407AAC 000000A0
* 01010202 03030404
* 05050606 07070808
* 0909330A 0B0B0C0C
* 0D0D0E0E 130F1410
* 15111612 17131814
* 19151C16 1D171E18
* 1F19201A 211B221C
* 231D241E 251F2932
* 2A332B34 2C352D36
* 2F373038 3139323A
* 2E3BFFFF 40204121
* 42224323 44244525
* 46264727 48284929
* 4A2A4B2B 4C2C4D2D
* 4E2E4F2F 50305131
* 523D533E 543F5540
* 56415742 58435944
* 5A455B46 5C475D48
* 5E495F4A 604B614C
* 624D634E 644F0000

CSE v2.5 [Dantarion]
* 041C72DC 38600002
* C21C805C 00000004
* 3C60801C 606380A8
* 7C6803A6 3C60901A
* 60633000 4E800020
* 60000000 00000000
* C21C7C38 00000002
* 3C60901A 60633000
* 60000000 00000000
* C21C73D8 00000003
* 3C60901A 60633000
* 93C30000 93C30004
* 60000000 00000000
* 4A000000 90000000
* 161A3008 00000028
* 00000006 01000000
* 000C834C 50400200
* 01020000 000C8340
* 00000000 00000000
* 00000000 00000000
* 161A2FC8 0000000C
* 000CDE3C 01000000
* 7366782F 00000000
* 161A2FDC 00000008
* 2E627273 746D0000
* 161A2F90 00000016
* 2F736F75 6E642F73
* 74726D2F 3030302E
* 62727374 6D000000
* C21C7D00 00000012
* 3FC0901A 63DE2FD4
* B3220002 38600000
* 3B200000 7F8218AE
* 739C00F0 579CE13E
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 3B390001
* 7F8218AE 739C000F
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 38630001
* 3B390001 2C030004
* 4082FFB4 3BDEFFFC
* 801EFFF8 901D0000
* 801EFFFC 901D0004
* 93DD0008 38600001
* 38000000 901D000C
* 60000000 00000000
* C21C6CE8 00000007
* 3CC08000 60C63140
* A0C60000 2C060025
* 4182001C 3CC0901A
* 60C62FE2 7C043000
* 4082000C 3F60901A
* 637B2F90 819D0000
* 60000000 00000000

cBliss 1.5 (Original Codes)

Characters have 10 Costumes [All Chars][ASF1nk]
06AD817c 00000070
13FF13FF 13FF33FF
13FF13FF 13FF13FF
13FF13FF 13FF33FF
33FF13FF 13FF13FF
13FF13FF 13FF13FF
13FF1FFF 13FF13FF
13FF13FF 13FF33FF
13FF13FF 13FF13FF
13FF13FF 13FF13FF
000013FF 00000000
000013FF 00000000
13FF0000 13FF13FF
00000000 00000000
00000000 13FF0000

Costume Color offset FIX [ASF1nk]
06455334 0000001C
05000001 03020103
08040205 02060007
03080109 0C000000
00000000 00000000

New Wario's own Costume offset [12 Costumes] [ASF1nk]
07200d34 0000001C
05000001 03020103
08040205 02060007
03080109 070A090B
0C000000 00000000

All Roster has Costume Offset FIX. v2 [ASF1nk]
04455460 80455334
04455470 80455334
04455480 80455334
04455490 80455334
044554A0 80455334
044554B0 80455334
044554C0 80455334
044554D0 80455334
044554E0 80455334
044554F0 80455334
04455500 80455334
04455510 80455334
04455520 80455334
04455530 80455334
04455540 80455334
04455550 80455334
04455560 80455334
04455570 80455334
04455580 80455334
04455590 80455334
044555A0 80455334
044555B0 81200d34
044555C0 80455334
044555D0 80455334
044555E0 80455334
044555F0 80455334
04455600 80455334
04455610 80455334
04455620 80455334
04455630 80455334
04455640 80455334
04455650 80455334
04455660 80455334
04455670 80455334
04455680 80455334
04455690 80455334
044556A0 80455334
044556B0 80455334
044556C0 80455334
044556D0 80455334

cBliss 1.5 (Fixed by Mewtwo2000)

Characters have 10 Costumes [All Chars+] [Mewtwo2000, ASF1nk]
* 06AD817C 00000070
* 13FF13FF 13FF33FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF33FF
* 33FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF1FFF 13FF13FF
* 13FF13FF 13FF33FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF

Costume Color offset FIX v2 [ASF1nk, Mewtwo2000]
* 0645531C 00000018
* 05000001 03020103
* 08040205 02060007
* 03080109 0C000000

New Wario's own Costume offset v2 [12 Costumes] [ASF1nk, Mewtwo2000]
* 06455334 0000001C
* 05000001 03020103
* 08040205 02060007
* 03080109 070A090B
* 0C000000 00000000

All Roster has Costume Offset FIX. v3 [ASF1nk, Mewtwo2000]
* 04455460 8045531C
* 04455470 8045531C
* 04455480 8045531C
* 04455490 8045531C
* 044554A0 8045531C
* 044554B0 8045531C
* 044554C0 8045531C
* 044554D0 8045531C
* 044554E0 8045531C
* 044554F0 8045531C
* 04455500 8045531C
* 04455510 8045531C
* 04455520 8045531C
* 04455530 8045531C
* 04455540 8045531C
* 04455550 8045531C
* 04455560 8045531C
* 04455570 8045531C
* 04455580 8045531C
* 04455590 8045531C
* 044555A0 8045531C
* 044555B0 80455334
* 044555C0 8045531C
* 044555D0 8045531C
* 044555E0 8045531C
* 044555F0 8045531C
* 04455600 8045531C
* 04455610 8045531C
* 04455620 8045531C
* 04455630 8045531C
* 04455640 8045531C
* 04455650 8045531C
* 04455660 8045531C
* 04455670 8045531C
* 04455680 8045531C
* 04455690 8045531C
* 044556A0 8045531C
* 044556B0 8045531C
* 044556C0 8045531C
* 044556D0 8045531C

Volume Increase Codes

Global Song Volume Mod [standardtoaster, Magus]
041CA05C 38800055

Battle in the Base
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002739
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Battlefield v2
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002711
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AA11
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AA11
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AA1D
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AA1D
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AA19
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AA19
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AAAA
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AAAA
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Great Temple / Temple
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002735
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Ice Climber
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 000027C9
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Kid Icarus Original Medley
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 000027C2
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Menu 2
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 000026FB
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Pokémon Gym / Evolution
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002771
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Tal Tal Heights
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002739
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Temple (Melee)
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002816
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Song Volume [standardtoaster, Magus]
C21C744C 00000006
3D80901C 618C3FFC
A7AC0004 2C1D7FFF
41820014 7C1DF000
4082FFF0 A00C0002
48000008 88030014
60000000 00000000
4A000000 90000000
161C4000 0000007C
26FB0050 27FF0050
28000050 28010050
28020050 28030050
28040050 28050050
28060050 28070050
28080050 28090050
280a0050 280b0050
280c0050 280d0050
28100050 28110050
28120050 28130050
28140050 28150050
28160050 28170050
28180050 28190050
281A0050 281B0050
281c0050 281d0050
7FFF0000 00000000
Changes volume of all Melee songs to 80 except Fire Emblem (Melee) [which is already at 80]

Character Codes

Lucas has no tether
* 04B0B81C 00000000

Jigglypuff System Name Change v2 [ASF1nk] ("Jigglypuff" -> "Mewtwo")
* 044565F0 817CEC48
* 077CEC48 00000018
* 4D657774 776F0000
* 00000000 00000000
* 00000000 00000000

Lucas System Name Change v2 [ASF1nk] ("Lucas" -> "Scott Pilgrim")
* 044565C8 817BC258
* 077BC258 00000018
* 53636F74 74205069
* 6C677269 6D000000
* 00000000 00000000

Ness System Name Change v2 [ASF1nk] ("Ness" -> "Megaman")
* 0445658C 817CE9F0
* 077CE9F0 00000018
* 4D656761 6D616E00
* 00000000 00000000
* 00000000 00000000

Yoshi System Name Change v2 [ASF1nk] ("Yoshi" -> "Roy")
* 044565C8 817CEB58
* 077CEB58 00000018
* 526F7900 00000000
* 00000000 00000000
* 00000000 00000000

Stage Codes

STGCUSTOM01 uses Final Destination (Melee)
* 28708ceb 00000040
* 4A000000 90180F06
* 14000076 FF002817
* E0000000 80008000
Neo Final Destination (Melee)

STGCUSTOM02 uses Custom Slot AA19
* 28708ceb 00000041
* 4A000000 90180F06
* 14000076 FF00AA19
* E0000000 80008000
Grunty's Tower Top (M2000)

STGCUSTOM03 uses Custom Slot AA18
* 28708ceb 00000042
* 4A000000 90180F06
* 14000076 FF00AA18
* E0000000 80008000
DK64 Battle Arena

STGCUSTOM04 uses Custom Slot AA17
* 28708ceb 00000043
* 4A000000 90180F06
* 14000076 FF00AA17
* E0000000 80008000
Facility

STGCUSTOM05 uses Custom Slot AA16
* 28708ceb 00000044
* 4A000000 90180F06
* 14000076 FF00AA16
* E0000000 80008000
Perfect Chaos Fight

STGCUSTOM06 uses Custom Slot AA15
* 28708ceb 00000045
* 4A000000 90180F06
* 14000076 FF00AA15
* E0000000 80008000
Skyloft

STGCUSTOM07 uses Custom Song AA1C
* 28708ceb 00000046
* 4A000000 90180F06
* 14000076 FF00AA1C
* E0000000 80008000
Metal Mario Battle (M2000)

STGCUSTOM08 uses Custom Slot AAAF
* 28708ceb 00000047
* 4A000000 90180F06
* 14000076 FF00AAAF
* E0000000 80008000
Final Bowser Battle (Paper Mario) (BP)

STGCUSTOM09 uses Custom Slot AA12
* 28708ceb 00000048
* 4A000000 90180F06
* 14000076 FF00AA12
* E0000000 80008000
Final Fantasy XIII: Orphan's Cradle

STGCUSTOM0A uses Custom Slot AAAC
* 28708ceb 00000049
* 4A000000 90180F06
* 14000076 FF00AAAC
* E0000000 80008000
Vs. Bowser (Mario 64)

STGCUSTOM0B uses Custom Slot AA14
* 28708ceb 0000004A
* 4A000000 90180F06
* 14000076 FF00AA14
* E0000000 80008000
Dreamland 64

STGCUSTOM0C uses Custom Slot AA13
* 28708ceb 0000004B
* 4A000000 90180F06
* 14000076 FF00AA13
* E0000000 80008000
Battlefield (Melee import)

STGCUSTOM0D uses Custom Slot FFFD
* 28708ceb 0000004C
* 4A000000 90180F06
* 14000076 FF00FFFD
* E0000000 80008000
Final Destination 64

STGCUSTOM0E uses Custom Slot AA11
* 28708ceb 0000004D
* 4A000000 90180F06
* 14000076 FF00AA11
* E0000000 80008000
Gesellschaft

STGCUSTOM0F uses Custom Slot FFFE
* 28708ceb 0000004E
* 4A000000 90180F06
* 14000076 FF00FFFE
* E0000000 80008000
Orbital Ring Systems Cargo Bay (DSX8 import)

STGCUSTOM10 uses Custom Slot AA10
* 28708ceb 0000004F
* 4A000000 90180F06
* 14000076 FF00AA10
* E0000000 80008000
Yoshi's Island 64 (Melee BG)

STGCUSTOM11 uses Custom Slot FFFF
* 28708ceb 00000050
* 4A000000 90180F06
* 14000076 FF00FFFF
* E0000000 80008000
Banjo-Kazooie: Grunty's Lair

STGCUSTOM12 uses Custom Slot AA1D
* 28708ceb 00000051
* 4A000000 90180F06
* 14000076 FF00AA1D
* E0000000 80008000
Dark Bowser Battle v2 (SMF1)

STGCUSTOM13 uses Custom Slot AA1B
* 28708ceb 00000052
* 4A000000 90180F06
* 14000076 FF00AA1B
* E0000000 80008000
SSB4 Boxing Ring

STGCUSTOM14 uses Custom Slot AAAD
* 28708ceb 00000053
* 4A000000 90180F06
* 14000076 FF00AAAD
* E0000000 80008000
Mystic Mansion

STGCUSTOM15 uses Custom Slot AADE
* 28708ceb 00000054
* 4A000000 90180F06
* 14000076 FF00AADE
* E0000000 80008000
What is Love?: Mario Villians

STGCUSTOM16 uses Custom Slot AAAE
* 28708ceb 00000055
* 4A000000 90180F06
* 14000076 FF00AAAE
* E0000000 80008000
Aquarium Park v2

STGCUSTOM17 uses Custom Slot AA1A
* 28708ceb 00000056
* 4A000000 90180F06
* 14000076 FF00AA1A
* E0000000 80008000
Osohe Castle (BP)

STGCUSTOM18 uses Custom Slot AA1C
* 28708ceb 00000057
* 4A000000 90180F06
* 14000076 FF00AA1C
* E0000000 80008000
Yanmato's Arc (DSX8 import)

STGCUSTOM19 uses Coin Launcher
* 28708ceb 00000058
* 4A000000 90180F06
* 14000076 FF00270D
* E0000000 80008000
Melee: Snag the Trophies

STGCUSTOM1A uses Custom Slot AA1E
* 28708ceb 00000059
* 4A000000 90180F06
* 14000076 FF00AA1E
* E0000000 80008000
Hidden Oasis

STGCUSTOM1B uses Custom Slot AA1F
* 28708ceb 0000005A
* 4A000000 90180F06
* 14000076 FF00AA1F
* E0000000 80008000
Bowser's Keep

STGCUSTOM1C uses Custom Slot AA1F
* 28708ceb 0000005B
* 4A000000 90180F06
* 14000076 FF00AA20
* E0000000 80008000
KC:MM Club (Platforms)

STGCUSTOM1D uses Main Theme (New Super Mario Bros.)
* 28708ceb 0000005C
* 4A000000 90180F06
* 14000076 FF00271B
* E0000000 80008000
Mushroom Mix

Menu/In-Game codes

ASF1nk's Custom CSS V2  [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 0000002F
00010203 06070811
12091A0E 17161320
21260D05 14101F25
1B0B270C 15242218
0A231929 0F045D5E
5C4A4E40 464c5500

Custom CSS V3 [spunit262] (Default CSS+ExChars3F&40)
* 0668310C 00000030
* 387E006C 3B600000
* 3C808068 38840DE0
* 7CBB20AE 7CA50775
* 41800014 94A30004
* 3B7B0001 2C1B0032
* 4180FFE8 48000038
* 04690338 48000068
* 066900D8 00000008
* 2C170028 41820168
* 02680DE0 0022FFFF
* 06680DE0 00000026
* 00010203 06070811
* 12091A0E 1716131B
* 21260D05 14101F25
* 200B270C 15242218
* 0A23193F 40290000
Adds Ex Character slots 3F and 40 to use with BrawlEX.

Custom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090D0C 0515011A
0A071325 1002240E
0F140616 1F170304
0B190823 201B5D5E
5C112118 22122627

CSS Fix [Phantom Wings]
046A0C68 C2000000
0469DC18 40820030
0469DC40 2C030000
04689E88 60000000

CSS fixes for Samus/ZSS and Zelda/Shiek V2.1 [spunit262]
04693D50 38800004
06693D6C 00000008
38000000 3880000F
046900E8 60000000
04697F58 60000000
04697EEC 60000000

Regular Zelda Icon (CSS) [spunit262]
046900E8 60000000

Independent Pokemon Engine +no wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

CSS fixes for Giga and Company V2 [spunit262]
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Giga and Company Engine V2 [spunit262]
C2684964 00000013
881400B8 2C00003F
41A00088 2C030010
40A20008 38600011
2C030026 40A20008
38600012 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
2C03000C 40A20008
3860002C 2C030017
40A20008 3860002D
2C03000A 40A20008
3860002E 2C03000E
40A20008 3860002F
2C030000 40A20008
38600030 2C030006
40A20008 38600031
987400B8 00000000
Needs "Alloys don't crash and Others don't wreck My Music V2" for safety.

Alloys don't crash and Others don't wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2815524 0000000D
7C641B78 2C030011
4182000C 2C030012
40A20008 38600010
2C03002C 40A20008
3860000C 2C03002D
40A20008 38600017
2C03002E 40A20008
3860000A 2C03002F
40A20008 3860000E
2C030030 40A20008
38600000 2C030031
40A20008 38600006
4E800020 00000000
C29472D8 00000003
2C04002E 4180000C
90810058 38000000
9801005D 00000000

Alloy Victory/[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img] Poses
0477F8EC 60000000

Char ID fix 2.1 [spunit262, The Paprika Killer]
C28152E4 00000006
819E003C 907EFFFC
80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000

Warioman Fix
4A000000 90180F3A
38000000 00000028
4A000000 90180FB8
60000006 00000000
38000000 00002D00
10000000 00000017
38000001 00002D01
10000000 00000017
E2000001 00000000
4A100000 0000005C
62000000 00000000
E0000001 80008000

1 Player Matches
* 0468D420 2C060001

0 Player Matches
* 0468D420 2C060000

1P Team Matches
0468D534 38600000

Train Alone
4A000000 90180B44
38000000 00FF0A00
10000000 0000000B

Unrestricted Camera
* 040A7D60 4E800020
* 04109D88 38800001

(M) Inf. Jumps
C283CAA0 00000004
807900D8 80A30064
80A50020 80A5000C
A8850002 5484103E
7CA2212E 00000000

P1 Inf. Jumps
48000000 805A9320
DE000000 80008180
14000004 00000001
E0000000 80008000

P2 Inf. Jumps
48000000 805A9324
DE000000 80008180
14000004 00000001
E0000000 80008000

P3 Inf. Jumps
48000000 805A9328
DE000000 80008180
14000004 00000001
E0000000 80008000

Inf. Up+B
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0010 40820008
3B80000F 60000000
939E0038 00000000
This one will only affect the players (not the items, assist trophies,
pokemon, bosses, or SSE Enemies).

Generalized Super Code
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 0000007C
58010000 0000002C
58010000 00000004
10000020 00000080
10000034 00000080
10000048 00000080
1000005C 00000080
10000070 00000080
100000D4 00000080
100000E8 00000080
100000FC 00000080
10000110 00000080
10000124 00000080
10000138 00000080
10000174 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Allows you to chain together any attack - Be careful not to mash
buttons, or you'll override the attack before it can land a blow...
CPU's fail.

Master Extreme Code
80000000 80623320
80000001 00000000
60000006 00000000
80000002 806212BC
4A001000 00000000
36000024 00000007
92210003 00000024
86100003 000001C4
88000002 00000003
4A001002 00000000
92210002 00000000
4A001002 00000000
DE000000 80008180
92210003 00000010
92210004 00000014
86A00003 40800000
86A00004 40800000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
58010000 00000018
92210005 0000000C
88900005 00000003
94210005 0000000C
92210005 00000010
88900005 00000004
94210005 00000010
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Allow Replays more than 3 Min
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Disable Character Intros
4A000000 8077F908
D2000000 00000003
2C1e010E 40820008
3BC00000 60000000
93DD0038 00000000

No Sandbag
* 4A000000 8098D528
* D2000000 00000003
* 2C060031 40820008
* 38C0003B 60000000
* 90DD08C0 00000000

Pick Any Color You Want
* 0469A2B4 60000000
* 0469A3C4 60000000
* 04696FD4 60000000
* 04684E84 60000000

No Tripping
* 0481CB34 C0220020
* 045A9340 00000000

Base Codes

Increase individual .brstm volume
2A4955C2 00002000
4A000000 D0000000
38180F7E 0000MMMM
143494D8 43000000
E0000000 80008000
07305800 00000118
7CE94214 EC200132
FC001040 EC030032
7FDCF378 818DA704
2C030000 48000018
3B9C0004 4E800421
83A10014 93E1001C
4BFB51DD 901F01B8
7C030378 2C030000
4BF1E749 38A00000
88050004 5404043E
38E00000 2C070000
41810014 54C6402E
4CC63182 93A10014
38600002 54000FFF
88990000 6884000E
5400063E 7C001B78
4180FFCC 3BC30034
FC400890 C0428068
EC422028 EC802028
EC632028 38610010
1C040014 4E800020
5463063E 93C10008
93E1000C 7CA40214
80010014 38A00000
93FE00AC 7FC3F378
2C030000 483D0D9D
90810008 38C001E0
98030350 7C7E1B78
7C7B1B78 38800001
900DBC3C EC20082A
FC000A10 EC001028
A0030000 E0650000
7CA50214 B0010008
D0010090 D001008C
60000000 00000000
<!--[!include:Where MMMM is, put the four digit hex value for a song.]-->

Where MMMM is, put the four digit hex value for a song.
26F9 Super Smash Bros. Brawl Main Theme
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FE: {Classic clear score screen (after Master Hand)} [NAMELESS]
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 "ENDING" {silent} [NAMELESS]
2707 All-Star Rest Area
2708 Home-Run Contest
2709 Cruel Brawl
270A Boss Battle
270B Trophy Gallery
270C Sticker Album / Album / Chronicle
270D Coin Launcher
270E: {Classic clear, trophy on table, non-looping} [NAMELESS]
270F Stage Builder
2710: {silent} [NAMELESS]
2711: Battlefield Ver. 2
2712 Target Smash!!
2713 Credits
2714 Ground Theme (Super Mario Bros.)
2715 Underground Theme (Super Mario Bros.)
2716 Underwater Theme (Super Mario Bros.)
2717 Underground Theme (Super Mario Land)
2718 Airship Theme (Super Mario Bros. 3)
2719 Castle / Boss Fortress (Super Mario World / SMB 3)
271A Title / Ending (Super Mario World)
271B Main Theme (New Super Mario Bros.)
271C Luigi's Mansion Theme
271D Gritzy Desert
271E "MLRPG02" {silent} [NAMELESS]
271F "MORINOKINOKO" {silent} [NAMELESS]
2720 Delfino Plaza
2721 Ricco Harbor
2722 Main Theme (Super Mario 64)
2723 Ground Theme 2 (Super Mario Bros.)
2724 Mario Bros.
2725 Mario Circuit
2726 Luigi Circuit
2727 Waluigi Pinball
2728 Rainbow Road
2729 Jungle Level Ver.2
272A The Map Page / Bonus Level
272B Opening (Donkey Kong)
272C Donkey Kong
272D King K.Rool / Ship Deck 2
272E Bramble Blast
272F Battle for Storm Hill
2730 Jungle Level
2731 25m BGM
2732 DK Jungle 1 Theme (Barrel Blast)
2733 Title (The Legend of Zelda)
2734 Main Theme (The Legend of Zelda)
2735 Great Temple / Temple
2736 The Dark World
2737 Hidden Mountain & Forest
2738 "KAZENOSAKANA" {silent} [NAMELESS]
2739 Tal Tal Heights
273A Hyrule Field Theme
273B Ocarina of Time Medley
273C Song of Storms
273D Molgera Battle
273E Village of the Blue Maiden
273F Gerudo Valley
2740 Termina Field
2741 Dragon Roost Island
2742 The Great Sea
2743 Main Theme (Twilight Princess)
2744 The Hidden Village
2745 Midna's Lament
2746 Main Theme (Metroid)
2747 Norfair
2748 Ending (Metroid)
2749 Vs. Ridley
274A Theme of Samus Aran, Space Warrior
274B Sector 1
274C Opening / Menu (Metroid Prime)
274D Vs. Parasite Queen
274E Vs. Meta Ridley
274F Multiplayer (Metroid Prime 2)
2750 Ending (Yoshi's Story)
2751 Obstacle Course
2752 Yoshi's Island
2753 "[censored]IE" {silent} [NAMELESS]
2754 Flower Field
2755 Wildlands
2756 "ATHLETIC2" {Obstacle Course (2751) clone?} [NAMELESS]
2757 The Legendary Air Ride Machine
2758 King Dedede's Theme
2759 Boss Theme Medley
275A Butter Building
275B Gourmet Race
275C Meta Knight's Revenge
275D Vs. Marx
275E 02 Battle
275F Forest / Nature Area
2760 Checker Knights
2761 Frozen Hillside
2762 Squeak Squad Theme
2763 Main Theme (Star Fox)
2764 Corneria
2765 Main Theme (Star Fox 64)
2766 Area 6
2767 Star Wolf
2768 "COMMAND" {silent} [NAMELESS]
2769 Space Battleground
276A Break Through the Ice
276B Star Wolf (Star Fox: Assault)
276C Space Armada
276D Area 6 Ver. 2
276E Pokémon Main Theme
276F Pokémon Center
2770 Road to Viridian City (From Pallet Town / Pewter City)
2771 Pokémon Gym / Evolution
2772 Wild Pokémon Battle! (Ruby / Sapphire)
2773 Victory Road
2774 Wild Pokémon Battle! (Diamond / Pearl)
2775 Dialga / Palkia Battle at Spear Pillar!
2776 Team Galactic Battle!
2777 Route 209
2778 Mute City
2779 White Land
277A Fire Field
277B Car Select
277C Dream Chaser
277D Devil's Call in Your Heart
277E Climb Up! And Get The Last Chance!
277F Brain Cleaner
2780 Shotgun Kiss
2781 Planet Colors
2783 Fire Emblem Theme
2784 Shadow Dragon Medley
2785 With Mila's Divine Protection (Celica Map 1)
2787 Preparing to Advance
2788 Winning Road - Roy's Hope
2789 Attack
278A Against the Dark Knight
278B Crimean Army Sortie
278C Power-Hungry Fool
278D Victory Is Near
278E Ike's Theme
278F Snowman
2790 "SENTOUONIISAN" {silent} [NAMELESS]
2791 "EIGHTMELODIES" {silent} [NAMELESS]
2792 "SMILEANDTEARS" {silent} [NAMELESS]
2793 Humoresque of a Little Dog
2794 "BECAUSE" {silent} [NAMELESS]
2795 Porky's Theme
2796 Mother 3 Love Theme
2797 Unfounded Revenge / Smashing Song of Praise
2798 You Call This a Utopia?!
2799 World Map (Pikmin 2)
279A Forest of Hope
279B Environmental Noises
279C Ai no Uta
279D Tane no Uta
279E Main Theme (Pikmin)
279F Stage Clear / Title (Pikmin)
27A0 Ai no Uta (French Version)
27A1 WarioWare, Inc.
27A2 WarioWare, Inc. Medley
27A3 Mona Pizza's Song (Japanese Version)
27A4 Mona Pizza's Song (English Version)
27A5 Mike's Song (Japanese Version)
27A6 Mike's Song (English Version)
27A7 Ashley's Song (Japanese Version)
27A8 Ashley's Song (English Version)
27B3 Title (Animal Crossing)
27B4 Go K.K. Rider!
27B5 2:00 a.m.
27B6 "RADIOTAISO" {silent} [NAMELESS]
27B7 The Roost
27B8 Town Hall and Tom Nook's Store
27B9 K.K. Crusin'
27BA K.K. Western
27BB K.K. Gumbo
27BC Rockin' K.K.
27BD DJ K.K.
27BE K.K. Condor
27BF Underworld
27C0 Title (Kid Icarus)
27C1 Skyworld
27C2 Kid Icarus Original Medley
27C3 Famicom Medley
27C4 Gyromite
27C5 "SPORTSMEDLEY" {silent} [NAMELESS]
27C6 Chill (Dr. Mario)
27C7 Clu Clu Land
27C8 Balloon Trip
27C9 Ice Climber
27CA Shin Onigashima
27CB Title (3D Hot Rally)
27CC Tetris: Type A
27CD Tetris: Type B
27CE Tunnel Scene (X)
27CF Power-Up Music
27D0 Douchuumen (Nazo no Murasamejo)
27D1 "WILDTRACKS" {silent} [NAMELESS]
27D2 PictoChat
27D3 "ELECTRO" {Hanenbow's "music" which is just the water noise} [NAMELESS]
27D4 Flat Zone 2
27D5 Mario Tennis / Mario Golf
27D6 Lip's Theme (Panel de Pon)
27D7 Marionation Gear
27D8 Title (Big Brain Academy)
27D9 Golden Forest (1080Snowboarding)
27DA Mii Channel
27DB Wii Shop Channel
27DC Battle Scene / Final Boss (Golden Sun)
27DD Shaberu! DS Cooking Navi
27DE Excite Truck
27DF Brain Age: Train Your Brain in Minutes a Day
27E0 Opening Theme (Wii Sports)
27E1 Charge! (Wii Play)
27E2 "MAINTHEME" {silent} [NAMELESS]
27E3 Encounter
27E4 Theme of Tara
27E5 Yell "Dead Cell"
27E6 Snake Eater (Instrumental)
27E7 MGS4 Theme of Love Smash Bros. Brawl Version
27E8 Cavern
27E9 Battle in the Base
27EA "BEATMANIA" {silent} [NAMELESS]
27EB Theme of Solid Snake
27EC Calling to the Night
27ED Credits (Super Smash Bros.)
27EE Menu (Super Smash Bros. Melee)
27EF Opening (Super Smash Bros. Melee)
27F0 "HOWTOPLAY" {silent} [NAMELESS]
27F1 "DXTERMINAL" {Final Destination's subtly different music when you fight Master Hand in Classic} [NAMELESS]
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 "UCANDO" {silent} [NAMELESS]
27F7 Sonic Boom
27F8 Super Sonic Racing
27F9 Open Your Heart
27FA Live & Learn
27FB Sonic Heroes
27FC Right There, Ride On
27FD HIS WORLD (Instrumental)
27FE Seven Rings In Hand
27FF Princess Peach's Castle (Melee)
2800 Rainbow Cruise (Melee)
2801 Jungle Japes (Melee)
2802 Brinstar Depths (Melee)
2803 Yoshi's Island (Melee)
2804 Fountain of Dreams (Melee)
2805 Green Greens (Melee)
2806 Corneria (Melee)
2807 Pokémon Stadium (Melee)
2808 Poké Floats (Melee)
2809 Big Blue (Melee)
280A Mother (Melee)
280B Icicle Mountain (Melee)
280C Flat Zone (Melee)
280D Super Mario Bros. 3 (Melee)
280E Battle Theme (Melee)
280F Fire Emblem (Melee)
2810 Mach Rider (Melee)
2811 Mother 2 (Melee)
2812 Dr. Mario (Melee)
2813 Battlefield (Melee)
2815 Multi-Man Melee 1 (Melee)
2816 Temple (Melee)
2817 Final Destination (Melee)
2818 Kong Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
281E: {silent} [NAMELESS]
281F Adventure Map
2820 Step: The Plain
2821 Step: The Cave
2822 Step: Subspace
2823 Boss Battle Song 1
2824 {SSE Results} [NAMELESS]
2825 Boss Battle Song 2
2826 Save Point
2827 {SSE DK Jungle} [NAMELESS]
2828 {SSE Luigi Mansion} [NAMELESS]
2829 {Halberd Interior} [NAMELESS]
282A {SSE Data Select} [NAMELESS]
282B {SSE Brinstar} [NAMELESS]
282C Step: Subspace Ver.2
282D Step: Subspace Ver.3
282E {Halberd Moving} [NAMELESS]
282F: {a very quiet and monotonous noise} [NAMELESS]
---All tracks from here on are non-looping and nameless---
2830 through 283C: {silent}
283D: {Mario victory music (Mario version)}
283E: {Donkey Kong victory music (Donkey Kong version)}
283F: {Zelda victory music (Link version)}
2840: {Metroid victory music (Samus version)}
2841: {Yoshi victory music}
2842: {Kirby victory music (Kirby version)}
2843: {Star Fox victory music (Fox/Wolf version)}
2844: {Pokemon victory music (Pikachu version)}
2845: {Mario victory music (Luigi version)}
2846: {F-Zero victory music}
2847: {EarthBound victory music (Ness version)}
2848: {Mario victory music (Bowser version)}
2849: {Mario victory music (Peach version)}
284A: {Zelda victory music (Zelda version)}
284B: {Zelda victory music (Sheik version)}
284C: {Ice Climber victory music}
284D: {Fire Emblem victory music (Marth version)}
284E: {Game & Watch victory music}
284F: {Star Fox victory music (Falco version)}
2850: {Zelda victory music (Ganondorf version)}
2851: {Wario victory music}
2852: {Meta Knight victory music}
2853: {Kid Icarus victory music}
2854: {Metroid victory music (Zero Suit Samus version)}
2855: {Pikmin victory music}
2856: {EarthBound victory music (Lucas version)}
2857: {Donkey Kong victory music (Diddy Kong version)}
2858: {Pokemon victory music (Pokemon Trainer version)}
2859: {Kirby victory music (King Dedede version)}
285A: {Pokemon victory music (Lucario version)}
285B: {Fire Emblem victory music (Ike version)}
285C: {R.O.B. victory music}
285D: {Pokemon victory music (Jigglypuff version)}
285E: {Pokemon victory music (Mewtwo version?)}
285F: {Fire Emblem victory music (Roy version?)}
2860: {Zelda victory music (Toon Link version)}
2861: {Metal Gear victory music}
2862: {Sonic victory music}
2863: {Game Over music (before choice)}
2864: {Game Over music (did not continue)}
2865: {silent}
2866: {silent}
2867: {"get trophy" noise}
2868: {"get rare item" noise}
2869: {"money cashing" noise (no idea where it's from; spectator? coin launcher?)}
286A: {"get item" noise (one of them...)}
286B: {"get item" noise (one of them...)}
And may I suggest that the CSS codes that were created be added to the OP? Would help a lot of us.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 08:30:13 PM
i never did like how Doctor Mario was a character. but that is me.

also may i suggest to Phantomwings to make a Luigi.rel file?
cause of Bomberman.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 08:31:05 PM
i never did like how Doctor Mario was a character. but that is me.

also may i suggest to Phantomwings to make a Luigi.rel file?
cause of Bomberman.
Honestly, the ones I want most are Ness and Samus for those Mega Man and Dark Samus PSAs...


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 08:41:08 PM
Honestly, the ones I want most are Ness and Samus for those Mega Man and Dark Samus PSAs...
i do indeed agree. or Captain Falcon for the Viewtiful Joe psas and the Ridley ones. the samus one would require her to not transform when using the finalsmash. only if the Darklink moveset didn't crash when fighting link as well. and maybe a Toonlink.rel so we can have Younglink and toon link


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on January 04, 2014, 08:46:36 PM
Have gfx glitches with the clones been fixed when fighting each other with this thing?


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 04, 2014, 08:48:35 PM
Have gfx glitches with the clones been fixed when fighting each other with this thing?
that is a common glitch with Clones. if a clone who is based off of one character is to fight their parent or another clone of the same type. glitches like that will occur. not game breaking just visually weird.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on January 04, 2014, 08:49:31 PM
Brawl Ex 10+ characters Per Slot ([url]http://www.youtube.com/watch?v=grSATZD-eXc#[/url])


And what in the golden heaven's name is this???


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 04, 2014, 08:51:08 PM
welp. here is a pack. just drag it to ur sd card and load it in gecko. it contains:

-Roy, Dr. Mario, Shadow, Goku, and Roslaina.
-All files preset
-On the CSS, all clones have an unused call that can be edited in the sounds to be what ever, but they will all share it.
-At the Victory Screen, the clone characters have their own names. (IE. Dr. Mario for if dr  mario wins.)

http://www.mediafire.com/download/zrtpyb9ztb2dqj9/codes.zip (http://www.mediafire.com/download/zrtpyb9ztb2dqj9/codes.zip)

if it freezes, you get random icons, or something isnt right, DONT WORRY, just reload brawl and the css screen. it happens from time to time.

And what in the golden heaven's name is this???


he used Wario's cosmetic junk so that it loads other costume files, but still used a mario rel and all the other stuff as mario.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 08:53:06 PM
And what in the golden heaven's name is this???

basically its kinda like cbliss for brawlex
as u can see in the video, first i choose fitdrmario08.pcs,
than fitdrmario04.pcs,
and finally fitdrmario10.pcs

and this is what my folder for dr mario looks like
(http://i.imgur.com/EJF91PWl.png)


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 09:01:22 PM
welp. here is a pack. just drag it to ur sd card and load it in gecko. it contains:

-Roy, Dr. Mario, Shadow, Goku, and Roslaina.
-All files preset
-On the CSS, all clones have an unused call that can be edited in the sounds to be what ever, but they will all share it.
-At the Victory Screen, the clone characters have their own names. (IE. Dr. Mario for if dr  mario wins.)

[url]http://www.mediafire.com/download/zrtpyb9ztb2dqj9/codes.zip[/url] ([url]http://www.mediafire.com/download/zrtpyb9ztb2dqj9/codes.zip[/url])

if it freezes, you get random icons, or something isnt right, DONT WORRY, just reload brawl and the css screen. it happens from time to time.



Who's cosmetics did you use?


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 04, 2014, 09:08:42 PM
Who's cosmetics did you use?

i used the character that i cloned. so Dr mario uses Mario


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 04, 2014, 09:33:19 PM
...It was that easy all I had to do was change the hooktype to AxNextFrame.

That felt like a waste of two days of random tries...Thanks for the help guys and thanks to anyone that helped on the clone engine.:)


Title: Re: The BrawlEx Clone Engine
Post by: Kingskull95 on January 04, 2014, 09:39:48 PM
ok i quit on this i have tried this out so many times.I have restarted the wii,i have reloaded brawl alot, and i keep getting the same results of the randoms or it freezes before the CSS i took everything out of the sd ONLY put the finished files that some of the members have posted up and nothing.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 09:53:47 PM
ok i quit on this i have tried this out so many times.I have restarted the wii,i have reloaded brawl alot, and i keep getting the same results of the randoms or it freezes before the CSS i took everything out of the sd ONLY put the finished files that some of the members have posted up and nothing.
Did you change the hook type to Axtnextframe in Gecko's config?

Maybe the packs should just include a gecko config file with it already set from now on, so many people have had this problem (myself included)


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 04, 2014, 10:00:18 PM
Dolphin users.. do you have issues loading the EX characters?????
I think that you dont have, because you use Virtual SD cards, and you should not have problems loading EXBRAWL files
But Console users use true SDcards, and on EXBRAWL files exist some tiny .dat files that can be easily fragmented ( I dont Know why,) and that makes me format or defrag my sd EVERY TIME I add or modify stuff in it... In order to load EXCHARACTERS with minor problems...

maybe the problem is not the code itself..

And when you Use AXNEXTFRAME hook type, when you have fragmented .dat files in your EXBRAWL folder, you will NEVER get past from the STRAP MENU..  and If you use no hooktype, the wii will ignore the Exbrawl stuff and you will pass the strap menu, but you will have the annoying random icons on your css, or even better, the css wont load if the exbrawl stuff is partially ignored.. -_-

and there are some cases when your SD is on optimal conditions,  the things described before will still happen ,but moore often


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 10:10:00 PM
woah. lol.

i use dolphin AND my wii with BrawlEx very frequently and neither one ever just randomly doesn't load. its always something i have done and when i fix what i did wrong it always works.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 10:11:11 PM
Mine sometimes does the thing with freezing at the strap loader, but re-copying my files always seems to fix it.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 04, 2014, 10:16:18 PM
woah. lol.

i use dolphin AND my wii with BrawlEx very frequently and neither one ever just randomly doesn't load. its always something i have done and when i fix what i did wrong it always works.

how did you formatted your sd? how are you loading your codes? do you use Iso format or WBFS? do you use AXFRAMENEXT hooktype? how many times you ¨done something wrong¨?, is your sd new? ..
there are many people having problems with brawlEX, If you dont have any-- good for you,.. xD,  but there are people that are having random problems with brawlEx, like me xD, and for the record, my BRAWL ex files are PW approved D:

and for shinf, your are not supposed to need to do something with your sd if random icons appear xD5
I really think that making the .dat files bigger would fix many problems xD


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 10:21:06 PM
how did you formatted your sd? how are you loading your codes? do you use Iso format or WBFS? do you use AXFRAMENEXT hooktype? how many times you ¨done something wrong¨?, is your sd new?

loading codes through Configurable usb loader

wbfs

default hooktype

with my wii i've only done something wrong 2 times, though i've played with friends turning on and off the system throughout the day roughly 13 times by now.

my sdcard came from my high school junior year digital photography class, so about 7 years old. I've never defragged or done maintenance either.


Title: Re: The BrawlEx Clone Engine
Post by: Yukio on January 04, 2014, 10:24:01 PM
i use dolphin AND my wii with BrawlEx very frequently and neither one ever just randomly doesn't load. its always something i have done and when i fix what i did wrong it always works.
^this

I set up everything using dolphin and it works. Then I use my wii (changing the hooktype to AxNextFrame) and everything still works. Using CFG usb loader.


Title: Re: The BrawlEx Clone Engine
Post by: Doq on January 04, 2014, 10:25:12 PM
This made me cry, more than the trailer for Project M 3.

Phantom Wings teach me your ways!


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 10:25:30 PM
That could be the difference. I don't use CFG usb loader, I use my physical copy of the game and end up with occasional freezes at the strap loader.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 04, 2014, 10:27:38 PM
 I will quote myself because I edited my last post:
there are many people having problems with brawlEX, If you dont have any-- good for you,.. xD,  but there are people that are having random problems with brawlEx, like me xD, and for the record, my BRAWL ex files are PW approved D:

and for shinf, your are not supposed to need to do something with your sd if random icons appear Dx ,
I really think that making the .dat files bigger would fix many problems xD, or maybe not

I use usbloaderGX 3.0 , I will try Configurable USB Loader, and see what happens
which IOS do you use? 249?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 04, 2014, 10:29:29 PM
so will anyone be interested in getting 12 characters per slot like wario, or should i stick to trying to figure out the csp deal with sammy-husky's tutorial?
im kinda doing both at the same time lol


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 10:30:10 PM
and for shinf, your are not supposed to need to do something with your sd if random icons appear xD5
I really think that making the .dat files bigger would fix many problems xD
Hmm? Random icons aren't the problem. It just freezes at the strap loader sometimes even though it worked before and I hadn't changed anything, and restarting it doesn't help at that point. Re-copying my backup version of it always fixes it. I don't actually change them, just re-copy the files...

Which I think actually supports your idea that the tiny files being fragmented causes it.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 04, 2014, 10:30:56 PM
BTW I tested the MK module I got help with and it appears to be working fine. Final smash and stuff appears to be in order, but I need to do more testing with it....

Also the Pit Clone appears to have some polygonal stretching going on, though it may be the fault of this old model. I'm gonna try putting VBrawl Pit on there and see what happens.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 10:32:29 PM
I will quote myself because I edited my last post:
I use usbloaderGX 3.0 , I will try Configurable USB Loader, and see what happens
which IOS do you use? 249?

I PERSONALLY use 248 because i incorrectly modded my wii from the get go.

but PW says he has tested my download pack with usb loader gx. which means usbloader gx should work fine with brawlEx

what kind of sdcard are you using? its not sdHC is it?

Post Merge: January 04, 2014, 10:37:42 PM
so will anyone be interested in getting 12 characters per slot like wario, or should i stick to trying to figure out the csp deal with sammy-husky's tutorial?
im kinda doing both at the same time lol

i've racked my brain against the csp's for a while now, and i've come to the conclusion that the Cosmetic ID that i bassically created isn't linked to the CSS icon.

every other cosmetic slot, just chooses the CSS icon without it being specified, as long as you specify the Cosmetic ID in the Cosmetic Config. when i set the Cosmetic ID in the config, i get the CSP that i added to the ID i created, but no css icon.

i have also tinkered around inside of the CSS slot config as well, seeing as PW said in the op that it controlled some of the data for loading css icon's but nothing i tried worked. that is unless im missing some crucial step in either the CSS config or the Cosmetic config....OR in the way im formatting the names in sc_selcharacter.pac


Title: Re: The BrawlEx Clone Engine
Post by: chocodino on January 04, 2014, 10:42:55 PM
is it just me or using BrawlEx and L-cancel [melee] makes it act like Z-Cancel [ssb 64]

here is the L-cancel code I'm using

L-cancel code
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000068
92210004 0000007C
58010000 000000C4
92210006 00000010
4A000000 805A0100
92210007 00000000
88A00006 00000007
88A00007 00000006
86A00007 BF800000
4A001004 00000000
32000036 00000018
4A001003 00000000
360000C4 80000000
92210005 000000C4
88900005 00000007
94210005 000000C4
360000C9 80000000
92210005 000000C8
88900005 00000007
94210005 000000C8
340000C5 80000000
38000076 FFF70008
140000C4 42140000
140000C8 40E00000
E2000003 00000000
4A001004 00000000
30000036 00000018
4A001003 00000000
360000C8 80000000
4A001002 00000000
92210005 00000040
88900005 00000006
94210005 00000040
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

before using BrawlEx it worked like L-Cancel [do a shield just before landing to halve the landing lag], but after using the clone engine it started to work like Z-Cancel [press shield button the moment you land to completely cancel landing lag]


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 04, 2014, 10:46:20 PM
That IS the S-Cancelling code lol.
I just checked my .txt and it matches the code that lets you shield during landing lag.
Got nothing to do with BrawlEx.


Title: Re: The BrawlEx Clone Engine
Post by: chocodino on January 04, 2014, 10:52:18 PM
That IS the S-Cancelling code lol.
I just checked my .txt and it matches the code that lets you shield during landing lag.
Got nothing to do with BrawlEx.

weird....as I said, it worked exactly like an L-cancel before using Brawl Ex, and even now it doesn't let me cancel into a shield during landing.....


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 04, 2014, 10:59:06 PM
welp. here is a pack. just drag it to ur sd card and load it in gecko. it contains:

-Roy, Dr. Mario, Shadow, Goku, and Roslaina.
-All files preset
-On the CSS, all clones have an unused call that can be edited in the sounds to be what ever, but they will all share it.
-At the Victory Screen, the clone characters have their own names. (IE. Dr. Mario for if dr  mario wins.)

[url]http://www.mediafire.com/download/zrtpyb9ztb2dqj9/codes.zip[/url] ([url]http://www.mediafire.com/download/zrtpyb9ztb2dqj9/codes.zip[/url])

if it freezes, you get random icons, or something isnt right, DONT WORRY, just reload brawl and the css screen. it happens from time to time.

he used Wario's cosmetic junk so that it loads other costume files, but still used a mario rel and all the other stuff as mario.


Is that pack only for dolphin or am I just doing something wrong because when I go to the stage builder on the Wii, nothing happens.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 04, 2014, 11:06:42 PM
I PERSONALLY use 248 because i incorrectly modded my wii from the get go.

but PW says he has tested my download pack with usb loader gx. which means usbloader gx should work fine with brawlEx

what kind of sdcard are you using? its not sdHC is it?

Post Merge: January 04, 2014, 10:37:42 PM
i've racked my brain against the csp's for a while now, and i've come to the conclusion that the Cosmetic ID that i bassically created isn't linked to the CSS icon.

every other cosmetic slot, just chooses the CSS icon without it being specified, as long as you specify the Cosmetic ID in the Cosmetic Config. when i set the Cosmetic ID in the config, i get the CSP that i added to the ID i created, but no css icon.

i have also tinkered around inside of the CSS slot config as well, seeing as PW said in the op that it controlled some of the data for loading css icon's but nothing i tried worked. that is unless im missing some crucial step in either the CSS config or the Cosmetic config....OR in the way im formatting the names in sc_selcharacter.pac

Well I just  succesfullyloaded Exbrawl 3 Times using CFG usb loader, .. it seems that It will do the trick, where should I put my gameconfig.txt? (to break the code limit), because CFG loader is not loading all my custom codes.. -_-

about usbloadergx.. Im not saying that it dont works, its just that I was experiencing errors using it.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 04, 2014, 11:23:53 PM
i haven't needed to use gameconfig.txt for my brawl minus setup, but im sure you could just put it on the root of your sdcard. i think that's where the brawl minus people put it.



also, for anybody willing to try, i recorded a video tut on replacing the CSP. its rendering out and i will upload it when its done.

the main reason i decided to make a tut was so that maybe someone will see something that im missing.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 04, 2014, 11:29:56 PM
Uhhh.... for some reason in Dolphin, releasing Sephiroth's NB will crash the game, but only on Pokemon Stadium 2.... why?

Sehpy and his slot are relatively bug free aside from that,and the move works fine in other stages.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 04, 2014, 11:35:29 PM
I don't get the random CSS anymore at least as I know. Thanks Eternal Yoshi for the Gecko tip, and thanks for your current roster SonicBrawler. I've been wanting the clone Pit via Goku since this was announced. xD

Also, since the max characters are 50. Can someone provide me a 50 slot code? Since I'm afraid of coding it to prevent freezes I just don't want to mess up, and I might as well go all the way since I'm a horrible coder... ;__;

Thanks for that whom can provide that as well. :3


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 04, 2014, 11:38:26 PM
I'll make a maxed out CSS when I get enough PSAs that pique my interest enough to warrant 50 slots. Until then, I'm good with Solidus, Shadow, Simon(WIP), Cloud, Sephiroth, Roy, Gray Fox, and Sora.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 04, 2014, 11:41:57 PM
Awesome! Just let us know.

Edit; Even though this invalid. I would like to say certain .rels on parent characters for some reason freeze. Only thing I see working as of now with parent characters with .rels is the Sephiroth PSA from Jrush A.K.A Yoshi.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 04, 2014, 11:48:15 PM
Uhhh. This is the exception that the game barfs out when using Sephy's NB on Pokemon Stadium 2. Note that I do not have any mods on said stage except for using the stage freezer code.

Code:
46:28:299 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Non-recoverable Exception 2
46:28:299 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
46:28:299 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r0   = 0x00000000 (             0)  r16  = 0x804a9a80 (   -2142594432)
46:28:299 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r1   = 0x805b4bf0 (   -2141500432)  r17  = 0x0000001c (            28)
46:28:299 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0xe0000000 (    -536870912)
46:28:299 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r3   = 0x00000008 (             8)  r19  = 0x815445a0 (   -2125183584)
46:28:299 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x92f9e7b2 (   -1829115982)
46:28:299 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r5   = 0x801d6d30 (   -2145555152)  r21  = 0x805b4dc4 (   -2141499964)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r6   = 0x00000003 (             3)  r22  = 0x805b4dd0 (   -2141499952)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r7   = 0x92fa0fd0 (   -1829105712)  r23  = 0x00000000 (             0)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r8   = 0x18000000 (     402653184)  r24  = 0x804a9b10 (   -2142594288)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r9   = 0x43300000 (    1127219200)  r25  = 0xe0000240 (    -536870336)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r10  = 0xf0000000 (    -268435456)  r26  = 0x804a9aa4 (   -2142594396)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r11  = 0x805b4c60 (   -2141500320)  r27  = 0x805b4d20 (   -2141500128)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r12  = 0x80195594 (   -2145823340)  r28  = 0x805b4d14 (   -2141500140)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x92fa0fc4 (   -1829105724)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r14  = 0x815020c0 (   -2125455168)  r30  = 0x92fa0fd8 (   -1829105704)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r15  = 0x00000003 (             3)  r31  = 0x19fde011 (     436068369)
46:28:300 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: LR   = 0x801947c8                   CR   = 0x48400088
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: SRR0 = 0x801d6d30                   SRR1 = 0x00001030
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GQRs----------
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr0 = 0x00000000 gqr4 = 0x00060006
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr1 = 0x00000000 gqr5 = 0x00070007
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr2 = 0x00040004 gqr6 = 0x05070507
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr3 = 0x00050005 gqr7 = 0x08070807
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: FPRs----------
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr0 = 0 fr1 = 275
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr2 = 495 fr3 = 275
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr4 = 0 fr5 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr6 = 0 fr7 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr8 = 0 fr9 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr10 = 0 fr11 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr12 = 3 fr13 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr14 = 0 fr15 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr16 = 0 fr17 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr18 = 0 fr19 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr20 = 0 fr21 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr22 = 0 fr23 = 0
46:28:301 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr24 = 0 fr25 = 0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr26 = 0 fr27 = 1
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr28 = -1 fr29 = 275
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr30 = 1 fr31 = 0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PSFs----------
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps0 = 0x0 ps1 = 0xffffffff
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps2 = 0xffffffff ps3 = 0xffffffff
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps4 = 0x0 ps5 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps6 = 0x0 ps7 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps8 = 0x0 ps9 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps10 = 0x0 ps11 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps12 = 0x137 ps13 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps14 = 0x0 ps15 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps16 = 0x0 ps17 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps18 = 0x0 ps19 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps20 = 0x0 ps21 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps22 = 0x0 ps23 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps24 = 0x0 ps25 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps26 = 0x0 ps27 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps28 = 0xffffffff ps29 = 0xffffffff
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps30 = 0x0 ps31 = 0x0
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
46:28:302 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Address:      Back Chain    LR Save
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4bf0:   0x805b4c00    0x00000000
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c00:   0x805b4c90    0x805b4c48
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c90:   0x805b4cd0    0x801955f0
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4cd0:   0x805b4ce0    0x8019b7a8
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ce0:   0x805b4db0    0x801a4fcc
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4db0:   0x805b4df0    0x801ae260
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4df0:   0x805b4e30    0x801b22b8
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e30:   0x805b4e50    0x8096aa7c
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e50:   0x805b4e60    0x809751d0
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e60:   0x805b4ea0    0x8096f748
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ea0:   0x805b4ed0    0x8002e618
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ed0:   0x805b4ef0    0x80017788
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ef0:   0x805b4fb0    0x8001735c
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4fb0:   0x805b4fd0    0x80016f78
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4fd0:   0x805b5150    0x8000c934
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b5150:   0xffffffff    0x800041a4
46:28:303 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
46:28:304 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0x404e6577
46:28:304 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: TB = 0x005f706f176b065f
46:28:304 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
46:28:304 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Instruction at 0x801d6d30 (read from SRR0) attempted to access invalid address 0x404e6577 (read from DAR)
46:28:304 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
46:28:304 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Last interrupt (7): SRR0 = 0x801dcf54  TB = 0x005f706f176a7e82



Also I tested that code and the Ex characters aren't affected by that S-Cancel code for whatever reason.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 04, 2014, 11:49:12 PM
Which Sephiroth are you using?


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 04, 2014, 11:54:49 PM
So 50 is the limit on CSS?

I'll keep that in mind.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 04, 2014, 11:57:04 PM
So 50 is the limit on CSS?

I'll keep that in mind.

It was 100 from what I saw previously in the forums. But I also heard PW slimed it down to 50.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 04, 2014, 11:58:01 PM
The code can handle the addition of up to 100 characters. The CSS, however, can only hold 50.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 05, 2014, 12:06:14 AM
Disregard what I just said, lol.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 12:10:19 AM
Disregard what I just said, lol.

why? you had it right..he said the css can 'officially hold up to 50..but there are codes around that'


Uhhh. This is the exception that the game barfs out when using Sephy's NB on Pokemon Stadium 2. Note that I do not have any mods on said stage except for using the stage freezer code.

Also I tested that code and the Ex characters aren't affected by that S-Cancel code for whatever reason.

EY, if you get that log again, could you back the log up a little further, so i can see the last successful file to load?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 05, 2014, 12:13:06 AM
why? you had it right..he said the css can 'officially hold up to 50..but there are codes around that'

Oh, in that case nevermind, haha.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 05, 2014, 12:19:44 AM
EY, if you get that log again, could you back the log up a little further, so i can see the last successful file to load?

Sure.

Code:
18:07:984 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:07:985 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ==MEM-2 LAYOUT                                           ==
18:07:985 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:07:994 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 05 : Sound                    :  12.78MB Used 12.06MB ( 94%) adr S 90199800 E 90e61400 SIZE 00cc7c00
18:07:994 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 06 : Network                  :   1.40MB Used  0.00MB (  0%) adr S 90e77500 E 90fddc00 SIZE 00166700
18:07:994 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 07 : WiiPad                   :   0.09MB Used  0.09MB ( 99%) adr S 90e61400 E 90e77500 SIZE 00016100
18:07:995 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 08 : IteamResource            :   2.91MB Used  2.86MB ( 98%) adr S 91018b00 E 91301b00 SIZE 002e9000
18:07:995 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 11 : Replay                   :   0.29MB Used  0.29MB (100%) adr S 91301b00 E 9134cc00 SIZE 0004b100
18:07:995 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 18 : Fighter1Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 9151fa00 E 91a72e00 SIZE 00553400
18:07:995 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 19 : Fighter2Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 91afaa00 E 9204de00 SIZE 00553400
18:07:995 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 20 : Fighter3Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 920d5a00 E 92628e00 SIZE 00553400
18:07:996 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 21 : Fighter4Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 926b0a00 E 92c03e00 SIZE 00553400
18:07:996 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 22 : Fighter1Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 91a72e00 E 91afaa00 SIZE 00087c00
18:07:996 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 23 : Fighter2Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 9204de00 E 920d5a00 SIZE 00087c00
18:07:996 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 24 : Fighter3Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92628e00 E 926b0a00 SIZE 00087c00
18:07:996 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 25 : Fighter4Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92c03e00 E 92c8ba00 SIZE 00087c00
18:07:996 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 26 : FighterEffect            :   0.35MB Used  0.00MB (  0%) adr S 91478e00 E 914d2900 SIZE 00059b00
18:07:997 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 31 : FighterTechqniq          :   1.10MB Used  0.00MB (  0%) adr S 92c8ba00 E 92da5500 SIZE 00119b00
18:07:998 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 32 : FighterKirbyResource1    :   0.10MB Used  0.00MB (  0%) adr S 914d2900 E 914ec400 SIZE 00019b00
18:08:000 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 33 : FighterKirbyResource2    :   0.10MB Used  0.00MB (  0%) adr S 914ec400 E 91505f00 SIZE 00019b00
18:08:000 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 34 : FighterKirbyResource3    :   0.10MB Used  0.00MB (  0%) adr S 91505f00 E 9151fa00 SIZE 00019b00
18:08:001 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 43 : MenuResource             :   6.40MB Used  5.40MB ( 84%) adr S 92e67700 E 934cde00 SIZE 00666700
18:08:001 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 44 : CopyFB                   :   1.17MB Used  1.17MB (100%) adr S 9134cc00 E 91478e00 SIZE 0012c200
18:08:001 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 45 : GameGlobal               :   0.20MB Used  0.19MB ( 99%) adr S 90167400 E 90199800 SIZE 00032400
18:08:001 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 46 : GlobalMode               :   0.23MB Used  0.14MB ( 63%) adr S 90fddc00 E 91018b00 SIZE 0003af00
18:08:001 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 47 : Font                     :   0.76MB Used  0.76MB (100%) adr S 92da5500 E 92e67700 SIZE 000c2200
18:08:001 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 51.40MB Used 22.96MB ( 45%)
18:08:002 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  6.07MB
18:08:002 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:08:061 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 433
18:08:361 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PlayID[ 9978] Index[231]
18:08:598 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 443
18:08:924 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 462
18:09:197 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 482
18:09:548 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 501
18:09:848 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 521
18:10:155 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftSlot init [0 Color:0 Kind:69]
18:10:156 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #load fighter overlay kind:69 heap:53
18:10:156 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: load fighter sound kind:69 ret:80300
18:10:158 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/26.sawnd) 
18:10:232 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/module/ft_sephiroth.rel (size:108080 byte, adr:0x91a587c0) at 544
18:10:241 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x81092a40  size: 0x00016b24 text:0x81092b14) 
18:10:254 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 545
18:10:292 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/sephiroth/FitSephiroth.pac (size:539168 byte, adr:0x91a76ee0) at 547
18:10:427 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/sephiroth/FitSephirothMotionEtc.pac (size:4065760 byte, adr:0x91692320) at 552
18:10:490 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/fighter/sephiroth/FitSephiroth00.pcs (size:584961 byte, adr:0x916033e0) at 556
18:10:579 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 560
18:10:858 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 579
18:11:158 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 599
18:11:480 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 618
18:11:808 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 638
18:12:127 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 657
18:12:450 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 676
18:12:498 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftSlot init [3 Color:5 Kind:24]
18:12:498 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #load fighter overlay kind:22 heap:54
18:12:498 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: load fighter sound kind:22 ret:90400
18:12:501 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/11.sawnd) 
18:12:631 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/module/ft_metaknight.rel) 
18:12:634 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /module/ft_metaknight.rel (size:133744 byte, adr:0x92be3380) at 686
18:12:643 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x810d5ac0  size: 0x0001bfc0 text:0x810d5b8c) 
18:12:686 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/fighter/metaknight/FitMetaknight.pac) 
18:12:694 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /fighter/metaknight/FitMetaknight.pac (size:485152 byte, adr:0x9205f1e0) at 689
18:12:762 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/fighter/metaknight/FitMetaknightMotionEtc.pac) 
18:12:846 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /fighter/metaknight/FitMetaknightMotionEtc.pac (size:3285952 byte, adr:0x928e1940) at 697
18:12:853 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 697
18:12:919 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/fighter/metaknight/FitMetaknight05.pcs) 
18:12:939 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /fighter/metaknight/FitMetaknight05.pcs (size:721161 byte, adr:0x92831600) at 701
18:13:179 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 715
18:13:489 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 735
18:13:813 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 754
18:14:140 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 774
18:14:458 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 793
18:14:795 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 813
18:15:115 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 832
18:15:437 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 852
18:15:755 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 871
18:15:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: scSelctCharacter -> scSelStage
18:15:836 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:15:836 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ==MEM-1 LAYOUT                                           ==
18:15:836 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:15:837 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 01 : System FW                :   0.08MB Used  0.08MB ( 95%) adr S 805b5160 E 805ca260 SIZE 00015100
18:15:837 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 02 : System                   :   0.38MB Used  0.37MB ( 97%) adr S 80611f60 E 80673460 SIZE 00061500
18:15:837 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 03 : Effect                   :   0.62MB Used  0.34MB ( 55%) adr S 80b8db60 E 80c2c860 SIZE 0009ed00
18:15:837 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 04 : RenderFifo               :   0.25MB Used  0.25MB (100%) adr S 805d1e60 E 80611f60 SIZE 00040100
18:15:837 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 09 : InfoResource             :   1.47MB Used  1.46MB (100%) adr S 80c2c860 E 80da3a60 SIZE 00177200
18:15:838 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 10 : CommonResource           :   2.20MB Used  2.20MB (100%) adr S 80da3a60 E 80fd6260 SIZE 00232800
18:15:838 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 12 : Tmp                      :   0.09MB Used  0.00MB (  0%) adr S 81049e60 E 81061060 SIZE 00017200
18:15:838 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 41 : InfoExtraResource        :   1.80MB Used  0.00MB (  0%) adr S 815ddf60 E 817aad60 SIZE 001cce00
18:15:838 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 42 : MenuInstance             :   3.64MB Used  0.00MB (  0%) adr S 8123ab60 E 815ddf60 SIZE 003a3400
18:15:838 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 48 : MeleeFont                :   0.45MB Used  0.45MB (100%) adr S 80fd6260 E 81049e60 SIZE 00073c00
18:15:838 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 50 : OverlayCommon            :   5.10MB Used  5.10MB (100%) adr S 80673460 E 80b8db60 SIZE 0051a700
18:15:839 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 51 : OverlayStage             :   0.44MB Used  0.00MB (  0%) adr S 810f1a60 E 81162560 SIZE 00070b00
18:15:839 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 52 : OverlayMenu              :   0.28MB Used  0.00MB (  0%) adr S 81162560 E 811aa160 SIZE 00047c00
18:15:839 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 53 : OverlayFighter1          :   0.28MB Used  0.09MB ( 31%) adr S 81061060 E 810a9560 SIZE 00048500
18:15:840 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 54 : OverlayFighter2          :   0.28MB Used  0.11MB ( 39%) adr S 810a9560 E 810f1a60 SIZE 00048500
18:15:840 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 55 : OverlayFighter3          :   0.28MB Used  0.00MB (  0%) adr S 811aa160 E 811f2660 SIZE 00048500
18:15:841 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 56 : OverlayFighter4          :   0.28MB Used  0.00MB (  0%) adr S 811f2660 E 8123ab60 SIZE 00048500
18:15:844 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 58 : Thread                   :   0.03MB Used  0.00MB (File Read  (NAND): /tmp/80a3 (size:878525 byte, adr:0x933a55c0) at 877
18:15:844 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:   1%) adr S 805ca260 E 805d1e60 SIZE 00007c00
18:15:844 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 59 : BrawlX                   :   0.06MB Used  0.05MB ( 81%) adr S 817ca5a0 E 817da5a0 SIZE 00010000
18:15:844 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 18.02MB Used 10.50MB ( 58%)
18:15:844 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  0.19MB
18:15:845 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:15:845 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ==MEM-2 LAYOUT                                           ==
18:15:845 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:15:845 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 05 : Sound                    :  12.78MB Used 12.06MB ( 94%) adr S 90199800 E 90e61400 SIZE 00cc7c00
18:15:845 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 06 : Network                  :   1.40MB Used  0.00MB (  0%) adr S 90e77500 E 90fddc00 SIZE 00166700
18:15:845 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 07 : WiiPad                   :   0.09MB Used  0.09MB ( 99%) adr S 90e61400 E 90e77500 SIZE 00016100
18:15:845 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 08 : IteamResource            :   2.91MB Used  2.86MB ( 98%) adr S 91018b00 E 91301b00 SIZE 002e9000
18:15:846 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 11 : Replay                   :   0.29MB Used  0.29MB (100%) adr S 91301b00 E 9134cc00 SIZE 0004b100
18:15:846 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 18 : Fighter1Resoruce         :   5.33MB Used  4.95MB ( 93%) adr S 9151fa00 E 91a72e00 SIZE 00553400
18:15:846 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 19 : Fighter2Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 91afaa00 E 9204de00 SIZE 00553400
18:15:846 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 20 : Fighter3Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 920d5a00 E 92628e00 SIZE 00553400
18:15:846 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 21 : Fighter4Resoruce         :   5.33MB Used  4.16MB ( 78%) adr S 926b0a00 E 92c03e00 SIZE 00553400
18:15:847 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 22 : Fighter1Resoruce2        :   0.53MB Used  0.51MB ( 97%) adr S 91a72e00 E 91afaa00 SIZE 00087c00
18:15:847 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 23 : Fighter2Resoruce2        :   0.53MB Used  0.46MB ( 87%) adr S 9204de00 E 920d5a00 SIZE 00087c00
18:15:847 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 24 : Fighter3Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92628e00 E 926b0a00 SIZE 00087c00
18:15:847 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 25 : Fighter4Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92c03e00 E 92c8ba00 SIZE 00087c00
18:15:847 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 26 : FighterEffect            :   0.35MB Used  0.00MB (  0%) adr S 91478e00 E 914d2900 SIZE 00059b00
18:15:847 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 31 : FighterTechqniq          :   1.10MB Used  0.00MB (  0%) adr S 92c8ba00 E 92da5500 SIZE 00119b00
18:15:848 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 32 : FighterKirbyResource1    :   0.10MB Used  0.00MB (  0%) adr S 914d2900 E 914ec400 SIZE 00019b00
18:15:848 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 33 : FighterKirbyResource2    :   0.10MB Used  0.00MB (  0%) adr S 914ec400 E 91505f00 SIZE 00019b00
18:15:848 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 34 : FighterKirbyResource3    :   0.10MB Used  0.00MB (  0%) adr S 91505f00 E 9151fa00 SIZE 00019b00
18:15:848 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 43 : MenuResource             :   6.40MB Used  5.40MB ( 84%) adr S 92e67700 E 934cde00 SIZE 00666700
18:15:848 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 44 : CopyFB                   :   1.17MB Used  1.17MB (100%) adr S 9134cc00 E 91478e00 SIZE 0012c200
18:15:849 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 45 : GameGlobal               :   0.20MB Used  0.19MB ( 99%) adr S 90167400 E 90199800 SIZE 00032400
18:15:849 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 46 : GlobalMode               :   0.23MB Used  0.14MB ( 63%) adr S 90fddc00 E 91018b00 SIZE 0003af00
18:15:849 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 47 : Font                     :   0.76MB Used  0.76MB (100%) adr S 92da5500 E 92e67700 SIZE 000c2200
18:15:849 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 51.40MB Used 33.05MB ( 64%)
18:15:849 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  6.07MB
18:15:849 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:17:155 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 910
18:17:163 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 910
18:17:196 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (VF): /st/st_000003_sample.bin (size:6752 byte, adr:0x814c9260) at 912
18:17:213 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: << RVL_SDK - MWM_TMC_JPEG070302 release build: Mar  2 2007 20:52:19 (0x4199_60831) >>
18:17:226 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (VF): /st/st_000003_sample.bin (size:6752 byte, adr:0x814c9260) at 914
18:17:242 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: << RVL_SDK - MWM_TMC_JPEG070302 release build: Mar  2 2007 20:52:19 (0x4199_60831) >>
18:17:255 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (VF): /st/st_000002_sample.bin (size:7424 byte, adr:0x814c8fc0) at 916
18:17:269 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: << RVL_SDK - MWM_TMC_JPEG070302 release build: Mar  2 2007 20:52:19 (0x4199_60831) >>
18:17:281 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (VF): /st/st_000001_sample.bin (size:5952 byte, adr:0x814c9580) at 918
18:17:297 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: << RVL_SDK - MWM_TMC_JPEG070302 release build: Mar  2 2007 20:52:19 (0x4199_60831) >>
18:17:423 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 928
18:17:740 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 947
18:18:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 967
18:18:388 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 986
18:18:712 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1005
18:19:038 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1025
18:19:361 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/X02.brstm (size:16896 byte, adr:0x804d0000) at 1044
18:19:643 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 54 : OverlayFighter2          :   0.28MB Used  0.11MB ( 39%) adr S 810a9560 E 810f1a60 SIZE 00048500
18:19:643 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 55 : OverlayFighter3          :   0.28MB Used  0.00MB (  0%) adr S 811aa160 E 811f2660 SIZE 00048500
18:19:643 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 56 : OverlayFighter4          :   0.28MB Used  0.00MB (  0%) adr S 811f2660 E 8123ab60 SIZE 00048500
18:19:644 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 58 : Thread                   :   0.03MB Used  0.00MB (  1%) adr S 805ca260 E 805d1e60 SIZE 00007c00
18:19:644 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 59 : BrawlX                   :   0.06MB Used  0.05MB ( 81%) adr S 817ca5a0 E 817da5a0 SIZE 00010000
18:19:644 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 18.02MB Used 10.50MB ( 58%)
18:19:644 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  0.19MB
18:19:644 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:19:644 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ==MEM-2 LAYOUT                                           ==
18:19:644 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:19:644 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 05 : Sound                    :  12.78MB Used 12.06MB ( 94%) adr S 90199800 E 90e61400 SIZE 00cc7c00
18:19:645 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 06 : Network                  :   1.40MB Used  0.00MB (  0%) adr S 90e77500 E 90fddc00 SIZE 00166700
18:19:645 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 07 : WiiPad                   :   0.09MB Used  0.09MB ( 99%) adr S 90e61400 E 90e77500 SIZE 00016100
18:19:645 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 08 : IteamResource            :   2.91MB Used  2.86MB ( 98%) adr S 91018b00 E 91301b00 SIZE 002e9000
18:19:645 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 11 : Replay                   :   0.29MB Used  0.29MB (100%) adr S 91301b00 E 9134cc00 SIZE 0004b100
18:19:645 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 18 : Fighter1Resoruce         :   5.33MB Used  4.95MB ( 93%) adr S 9151fa00 E 91a72e00 SIZE 00553400
18:19:645 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 19 : Fighter2Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 91afaa00 E 9204de00 SIZE 00553400
18:19:646 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 20 : Fighter3Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 920d5a00 E 92628e00 SIZE 00553400
18:19:646 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 21 : Fighter4Resoruce         :   5.33MB Used  4.16MB ( 78%) adr S 926b0a00 E 92c03e00 SIZE 00553400
18:19:646 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 22 : Fighter1Resoruce2        :   0.53MB Used  0.51MB ( 97%) adr S 91a72e00 E 91afaa00 SIZE 00087c00
18:19:646 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 23 : Fighter2Resoruce2        :   0.53MB Used  0.46MB ( 87%) adr S 9204de00 E 920d5a00 SIZE 00087c00
18:19:647 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 24 : Fighter3Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92628e00 E 926b0a00 SIZE 00087c00
18:19:647 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 25 : Fighter4Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92c03e00 E 92c8ba00 SIZE 00087c00
18:19:647 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 26 : FighterEffect            :   0.35MB Used  0.00MB (  0%) adr S 91478e00 E 914d2900 SIZE 00059b00
18:19:647 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 31 : FighterTechqniq          :   1.10MB Used  0.00MB (  0%) adr S 92c8ba00 E 92da5500 SIZE 00119b00
18:19:647 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 32 : FighterKirbyResource1    :   0.10MB Used  0.00MB (  0%) adr S 914d2900 E 914ec400 SIZE 00019b00
18:19:647 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 33 : FighterKirbyResource2    :   0.10MB Used  0.00MB (  0%) adr S 914ec400 E 91505f00 SIZE 00019b00
18:19:648 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 34 : FighterKirbyResource3    :   0.10MB Used  0.00MB (  0%) adr S 91505f00 E 9151fa00 SIZE 00019b00
18:19:648 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 43 : MenuResource             :   6.40MB Used  0.00MB (  0%) adr S 92e67700 E 934cde00 SIZE 00666700
18:19:648 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 44 : CopyFB                   :   1.17MB Used  1.17MB (100%) adr S 9134cc00 E 91478e00 SIZE 0012c200
18:19:648 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 45 : GameGlobal               :   0.20MB Used  0.19MB ( 99%) adr S 90167400 E 90199800 SIZE 00032400
18:19:648 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 46 : GlobalMode               :   0.23MB Used  0.14MB ( 63%) adr S 90fddc00 E 91018b00 SIZE 0003af00
18:19:649 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 47 : Font                     :   0.76MB Used  0.76MB (100%) adr S 92da5500 E 92e67700 SIZE 000c2200
18:19:649 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 51.40MB Used 27.65MB ( 54%)
18:19:649 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  6.07MB
18:19:649 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:19:649 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: scMemoryChange -> scMelee
18:19:658 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: melee random seed: 0x181a4900
18:19:661 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:19:662 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ==MEM-1 LAYOUT                                           ==
18:19:662 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:19:662 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 01 : System FW                :   0.08MB Used  0.08MB ( 95%) adr S 805b5160 E 805ca260 SIZE 00015100
18:19:662 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 02 : System                   :   0.38MB Used  0.37MB ( 98%) adr S 80611f60 E 80673460 SIZE 00061500
18:19:662 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 03 : Effect                   :   0.62MB Used  0.34MB ( 55%) adr S 80b8db60 E 80c2c860 SIZE 0009ed00
18:19:662 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 04 : RenderFifo               :   0.25MB Used  0.25MB (100%) adr S 805d1e60 E 80611f60 SIZE 00040100
18:19:663 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 09 : InfoResource             :   1.47MB Used  1.46MB (100%) adr S 80c2c860 E 80da3a60 SIZE 00177200
18:19:663 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 10 : CommonResource           :   2.20MB Used  2.20MB (100%) adr S 80da3a60 E 80fd6260 SIZE 00232800
18:19:663 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 12 : Tmp                      :   0.09MB Used  0.00MB (  0%) adr S 81049e60 E 81061060 SIZE 00017200
18:19:663 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 13 : Physics                  :   0.70MB Used  0.05MB (  8%) adr S 8154e560 E 81601960 SIZE 000b3400
18:19:664 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 14 : ItemInstance             :   1.30MB Used  0.00MB (  0%) adr S 81382b60 E 814ce460 SIZE 0014b900
18:19:664 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 15 : StageInstance            :   0.50MB Used  0.00MB (  0%) adr S 814ce460 E 8154e560 SIZE 00080100
18:19:664 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 27 : Fighter1Instance         :   0.32MB Used  0.00MB (  0%) adr S 8123ab60 E 8128cb60 SIZE 00052000
18:19:664 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 28 : Fighter2Instance         :   0.32MB Used  0.00MB (  0%) adr S 8128cb60 E 812deb60 SIZE 00052000
18:19:664 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 29 : Fighter3Instance         :   0.32MB Used  0.00MB (  0%) adr S 812deb60 E 81330b60 SIZE 00052000
18:19:665 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 30 : Fighter4Instance         :   0.32MB Used  0.00MB (  0%) adr S 81330b60 E 81382b60 SIZE 00052000
18:19:665 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 40 : InfoInstance             :   1.20MB Used  0.00MB (  0%) adr S 81601960 E 81734d60 SIZE 00133400
18:19:665 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 42 : MenuInstance             :   0.54MB Used  0.00MB (  0%) adr S 81734d60 E 817be860 SIZE 00089b00
18:19:665 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 48 : MeleeFont                :   0.45MB Used  0.45MB (100%) adr S 80fd6260 E 81049e60 SIZE 00073c00
18:19:665 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 50 : OverlayCommon            :   5.10MB Used  5.10MB (100%) adr S 80673460 E 80b8db60 SIZE 0051a700
18:19:665 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 51 : OverlayStage             :   0.44MB Used  0.00MB (  0%) adr S 810f1a60 E 81162560 SIZE 00070b00
18:19:666 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 52 : OverlayMenu              :   0.28MB Used  0.00MB (  0%) adr S 81162560 E 811aa160 SIZE 00047c00
18:19:666 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 53 : OverlayFighter1          :   0.28MB Used  0.09MB ( 31%) adr S 81061060 E 810a9560 SIZE 00048500
18:19:666 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 54 : OverlayFighter2          :   0.28MB Used  0.11MB ( 39%) adr S 810a9560 E 810f1a60 SIZE 00048500
18:19:666 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 55 : OverlayFighter3          :   0.28MB Used  0.00MB (  0%) adr S 811aa160 E 811f2660 SIZE 00048500
18:19:666 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 56 : OverlayFighter4          :   0.28MB Used  0.00MB (  0%) adr S 811f2660 E 8123ab60 SIZE 00048500
18:19:667 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 58 : Thread                   :   0.03MB Used  0.00MB (  1%) adr S 805ca260 E 805d1e60 SIZE 00007c00
18:19:667 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 59 : BrawlX                   :   0.06MB Used  0.05MB ( 81%) adr S 817ca5a0 E 817da5a0 SIZE 00010000
18:19:667 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 18.10MB Used 10.56MB ( 58%)
18:19:667 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  0.11MB
18:19:667 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:19:667 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ==MEM-2 LAYOUT                                           ==
18:19:667 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:19:667 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 05 : Sound                    :  12.78MB Used 12.06MB ( 94%) adr S 90199800 E 90e61400 SIZE 00cc7c00
18:19:667 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 06 : Network                  :   1.40MB Used  0.00MB (  0%) adr S 90e77500 E 90fddc00 SIZE 00166700
18:19:668 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 07 : WiiPad                   :   0.09MB Used  0.09MB ( 99%) adr S 90e61400 E 90e77500 SIZE 00016100
18:19:668 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 08 : IteamResource            :   2.91MB Used  2.86MB ( 98%) adr S 91018b00 E 91301b00 SIZE 002e9000
18:19:668 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 11 : Replay                   :   0.29MB Used  0.29MB (100%) adr S 91301b00 E 9134cc00 SIZE 0004b100
18:19:668 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 17 : StageResoruce            :   6.40MB Used  0.00MB (  0%) adr S 92f0bd00 E 93572400 SIZE 00666700
18:19:668 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 18 : Fighter1Resoruce         :   5.33MB Used  4.95MB ( 93%) adr S 9151fa00 E 91a72e00 SIZE 00553400
18:19:669 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 19 : Fighter2Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 91afaa00 E 9204de00 SIZE 00553400
18:19:669 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 20 : Fighter3Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 920d5a00 E 92628e00 SIZE 00553400
18:19:669 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 21 : Fighter4Resoruce         :   5.33MB Used  4.16MB ( 78%) adr S 926b0a00 E 92c03e00 SIZE 00553400
18:19:669 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 22 : Fighter1Resoruce2        :   0.53MB Used  0.51MB ( 97%) adr S 91a72e00 E 91afaa00 SIZE 00087c00
18:19:669 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 23 : Fighter2Resoruce2        :   0.53MB Used  0.46MB ( 87%) adr S 9204de00 E 920d5a00 SIZE 00087c00
18:19:670 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 24 : Fighter3Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92628e00 E 926b0a00 SIZE 00087c00
18:19:670 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 25 : Fighter4Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92c03e00 E 92c8ba00 SIZE 00087c00
18:19:670 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 26 : FighterEffect            :   0.35MB Used  0.00MB (  0%) adr S 91478e00 E 914d2900 SIZE 00059b00
18:19:670 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 31 : FighterTechqniq          :   1.10MB Used  0.00MB (  0%) adr S 92c8ba00 E 92da5500 SIZE 00119b00
18:19:671 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 32 : FighterKirbyResource1    :   0.10MB Used  0.00MB (  0%) adr S 914d2900 E 914ec400 SIZE 00019b00
18:19:671 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 33 : FighterKirbyResource2    :   0.10MB Used  0.00MB (  0%) adr S 914ec400 E 91505f00 SIZE 00019b00
18:19:671 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 34 : FighterKirbyResource3    :   0.10MB Used  0.00MB (  0%) adr S 91505f00 E 9151fa00 SIZE 00019b00
18:19:671 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 35 : AssistFigureResource     :   0.40MB Used  0.00MB (  0%) adr S 92da5500 E 92e0bc00 SIZE 00066700
18:19:671 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 36 : ItemExtraResource        :   0.20MB Used  0.00MB (  0%) adr S 93572400 E 935a5800 SIZE 00033400
18:19:672 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 38 : PokemonResource          :   1.00MB Used  0.00MB (  0%) adr S 92e0bc00 E 92f0bd00 SIZE 00100100
18:19:672 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 44 : CopyFB                   :   1.17MB Used  1.17MB (100%) adr S 9134cc00 E 91478e00 SIZE 0012c200
18:19:672 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 45 : GameGlobal               :   0.20MB Used  0.19MB ( 99%) adr S 90167400 E 90199800 SIZE 00032400
18:19:672 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 46 : GlobalMode               :   0.23MB Used  0.14MB ( 63%) adr S 90fddc00 E 91018b00 SIZE 0003af00
18:19:672 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 52.24MB Used 26.89MB ( 51%)
18:19:672 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  5.23MB
18:19:672 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
18:19:675 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/96.sawnd) 
18:19:856 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/module/st_stadium.rel) 
18:19:859 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /module/st_stadium.rel (size:29528 byte, adr:0x9356b000) at 7
18:19:862 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/fighter/metaknight/FitMetaknightEntry.pac) 
18:19:892 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /fighter/metaknight/FitMetaknightEntry.pac (size:29696 byte, adr:0x92d9e000) at 7
18:19:894 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x8115b9c0  size: 0x00006bac text:0x8115ba8c) 
18:19:905 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/STAGE/MELEE/STGStadium.PAC) 
18:19:910 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sound/strm/H01.brstm) 
18:19:992 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /STAGE/MELEE/STGStadium.PAC (size:3929216 byte, adr:0x931b2ee0) at 17
18:20:503 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftManager entry : EntryId[010000] ChrKind[69:None] Color[0] SlotNo[0]
18:20:524 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fighter instance create 00010000 Sephiroth [gameframe:2]
18:20:583 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/info/portrite/InfFace161.brres) 
18:20:589 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /info/portrite/InfFace161.brres (size:3584 byte, adr:0x816f8920) at 2
18:20:657 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/140.sawnd) 
18:20:716 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/katana/ItmKatanaParam.pac) 
18:20:718 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/katana/ItmKatanaParam.pac (size:3552 byte, adr:0x92e0aae0) at 5
18:20:719 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/katana/AsfKatanaBrres.pac) 
18:20:737 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/katana/AsfKatanaBrres.pac (size:236736 byte, adr:0x92dd0dc0) at 6
18:20:739 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/katanaana/ItmKatanaAnaParam.pac) 
18:20:742 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/katanaana/ItmKatanaAnaParam.pac (size:3200 byte, adr:0x92dd0040) at 6
18:20:745 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/katanaana/AsfKatanaAnaBrres.pac) 
18:20:760 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/katanaana/AsfKatanaAnaBrres.pac (size:113248 byte, adr:0x92db4580) at 7
18:20:763 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/item/togepy/ItmTogepyParam.pac (size:4960 byte, adr:0x92f0a220) at 7
18:20:765 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/togepy/PkmTogepyBrres.pac) 
18:20:779 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/togepy/PkmTogepyBrres.pac (size:67264 byte, adr:0x92ef9b00) at 8
18:20:783 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/sirnight/ItmSirnightParam.pac) 
18:20:785 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/sirnight/ItmSirnightParam.pac (size:3680 byte, adr:0x92ef8bc0) at 8
18:20:787 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/sirnight/PkmSirnightBrres.pac) 
18:20:803 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/sirnight/PkmSirnightBrres.pac (size:104416 byte, adr:0x92edf380) at 9
18:20:806 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/tosakinto/ItmTosakintoParam.pac) 
18:20:808 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/tosakinto/ItmTosakintoParam.pac (size:3296 byte, adr:0x92ede600) at 9
18:20:810 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/tosakinto/PkmTosakintoBrres.pac) 
18:20:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/tosakinto/PkmTosakintoBrres.pac (size:77408 byte, adr:0x92ecb740) at 10
18:20:868 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/nyarth/ItmNyarthParam.pac) 
18:20:870 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/nyarth/ItmNyarthParam.pac (size:3712 byte, adr:0x92eca7e0) at 10
18:20:877 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/item/nyarth/PkmNyarthBrres.pac (size:146048 byte, adr:0x92ea6d00) at 10
18:20:882 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/nyarthshot/ItmNyarthShotParam.pac) 
18:20:915 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/nyarthshot/ItmNyarthShotParam.pac (size:1664 byte, adr:0x92ea65c0) at 11
18:22:195 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftManager entry : EntryId[020001] ChrKind[24:None] Color[5] SlotNo[3]
18:22:207 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fighter instance create 00020001 METAKNIGHT [gameframe:92]
18:22:260 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/info/portrite/InfFace216.brres (size:3584 byte, adr:0x81681640) at 92
18:25:319 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Non-recoverable Exception 2
18:25:320 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
18:25:320 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r0   = 0x00000000 (             0)  r16  = 0x804a9a80 (   -2142594432)
18:25:320 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r1   = 0x805b4bf0 (   -2141500432)  r17  = 0x0000001c (            28)
18:25:320 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0xe0000000 (    -536870912)
18:25:320 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r3   = 0x00000008 (             8)  r19  = 0x815445a0 (   -2125183584)
18:25:320 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x92f9e7b2 (   -1829115982)
18:25:320 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r5   = 0x801d6d30 (   -2145555152)  r21  = 0x805b4dc4 (   -2141499964)
18:25:320 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r6   = 0x00000003 (             3)  r22  = 0x805b4dd0 (   -2141499952)
18:25:320 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r7   = 0x92fa0fd0 (   -1829105712)  r23  = 0x00000000 (             0)
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r8   = 0x18000000 (     402653184)  r24  = 0x804a9b10 (   -2142594288)
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r9   = 0x43300000 (    1127219200)  r25  = 0xe0000240 (    -536870336)
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r10  = 0xf0000000 (    -268435456)  r26  = 0x804a9aa4 (   -2142594396)
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r11  = 0x805b4c60 (   -2141500320)  r27  = 0x805b4d20 (   -2141500128)
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r12  = 0x80195594 (   -2145823340)  r28  = 0x805b4d14 (   -2141500140)
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x92fa0fc4 (   -1829105724)
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r14  = 0x815020c0 (   -2125455168)  r30  = 0x92fa0fd8 (   -1829105704)
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r15  = 0x00000003 (             3)  r31  = 0x19fde011 (     436068369)
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: LR   = 0x801947c8                   CR   = 0x48400088
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: SRR0 = 0x801d6d30                   SRR1 = 0x00001030
18:25:321 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GQRs----------
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr0 = 0x00000000 gqr4 = 0x00060006
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr1 = 0x00000000 gqr5 = 0x00070007
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr2 = 0x00040004 gqr6 = 0x05070507
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr3 = 0x00050005 gqr7 = 0x08070807
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: FPRs----------
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr0 = 0 fr1 = 275
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr2 = 495 fr3 = 275
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr4 = 0 fr5 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr6 = 0 fr7 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr8 = 0 fr9 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr10 = 0 fr11 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr12 = 3 fr13 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr14 = 0 fr15 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr16 = 0 fr17 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr18 = 0 fr19 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr20 = 0 fr21 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr22 = 0 fr23 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr24 = 0 fr25 = 0
18:25:322 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr26 = 0 fr27 = 1
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr28 = -1 fr29 = 275
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr30 = 1 fr31 = 0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PSFs----------
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps0 = 0x0 ps1 = 0xffffffff
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps2 = 0xffffffff ps3 = 0xffffffff
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps4 = 0x0 ps5 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps6 = 0x0 ps7 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps8 = 0x0 ps9 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps10 = 0x0 ps11 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps12 = 0x137 ps13 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps14 = 0x0 ps15 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps16 = 0x0 ps17 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps18 = 0x0 ps19 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps20 = 0x0 ps21 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps22 = 0x0 ps23 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps24 = 0x0 ps25 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps26 = 0x0 ps27 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps28 = 0xffffffff ps29 = 0xffffffff
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps30 = 0x0 ps31 = 0x0
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
18:25:323 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Address:      Back Chain    LR Save
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4bf0:   0x805b4c00    0x00000000
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c00:   0x805b4c90    0x805b4c48
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c90:   0x805b4cd0    0x801955f0
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4cd0:   0x805b4ce0    0x8019b7a8
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ce0:   0x805b4db0    0x801a4fcc
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4db0:   0x805b4df0    0x801ae260
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4df0:   0x805b4e30    0x801b22b8
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e30:   0x805b4e50    0x8096aa7c
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e50:   0x805b4e60    0x809751d0
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e60:   0x805b4ea0    0x8096f748
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ea0:   0x805b4ed0    0x8002e618
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ed0:   0x805b4ef0    0x80017788
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ef0:   0x805b4fb0    0x8001735c
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4fb0:   0x805b4fd0    0x80016f78
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4fd0:   0x805b5150    0x8000c934
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b5150:   0xffffffff    0x800041a4
18:25:324 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
18:25:325 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0x404e6577
18:25:325 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: TB = 0x005f708a764c8925
18:25:325 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
18:25:325 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Instruction at 0x801d6d30 (read from SRR0) attempted to access invalid address 0x404e6577 (read from DAR)
18:25:325 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
18:25:325 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Last interrupt (5): SRR0 = 0x801dcf54  TB = 0x005f708a764b71b3


Vbrawl Metaknight is VBrawl.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 05, 2014, 12:23:19 AM
Well 50 is still a lot of characters for one game.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 12:27:08 AM
can someone with cbliss pass me 3 characters with their movesets(or at least 1)
preferably
roy
drmario
and mewtwo
need it for gecko
i also need the 10 csp's


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 05, 2014, 12:27:42 AM
 Just to let people know. Beating classic or all-star with a clone results in a freeze when it goes to load the falling trophy scene.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 12:29:35 AM
here's the video i just finished, showing how to add completely independent CSP's to your clones.



BrawlEx Custom CSP's! [Tutorial] (NOT CSS ICONS) (http://www.youtube.com/watch?v=clL0q-0ftpo#)


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 05, 2014, 12:32:54 AM
Just to let people know. Beating classic or all-star with a clone results in a freeze when it goes to load the falling trophy scene.

Is there a way to make everyone have Mario's trophy or someone else like in Project M?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 05, 2014, 12:40:02 AM
Just to let people know. Beating classic or all-star with a clone results in a freeze when it goes to load the falling trophy scene.

That's already known, thank you.

How does the S-Cancelling code work? I'd love to have that updated to include the Ex characters.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 12:43:27 AM
EY, did you try using him without the level freezer code? i don't know why that would be a problem...but from what i hear the level freezer code can cause various glitches and weird shenanigans.

especially if he only freezes on that stage.

if its not that, i sure hope its not some strange obscure glitch that alot of characters will have on that stage.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 12:51:55 AM
sammy husky
nice video
funny the first time i was getting it to work i made the same mistake of not setting the LZ77 Compression
anyways, could you try ur method of csp's with mario if possible, because he froze and i  i swear i did everything correct

the only way i could get him to work was by using an id lower than 90


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 05, 2014, 12:53:47 AM
EY, did you try using him without the level freezer code? i don't know why that would be a problem...but from what i hear the level freezer code can cause various glitches and weird shenanigans.

especially if he only freezes on that stage.

if its not that, i sure hope its not some strange skewed glitch that alot of characters will have on that stage.

Uhhh.... I just checked my GCT and my Codeset and the Level Freezer code is off...

I think it may some freaky nonsense going on.... when my brother finishes his Madden 25 Marathon I'll check it out to see if it happens on console.

Post Merge: January 05, 2014, 01:08:26 AM
Roy's NB also crashed the game in Pokemon Stadium 2.
Here's the dump.

Code:
06:33:808 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
06:33:808 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ==MEM-2 LAYOUT                                           ==
06:33:808 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
06:33:808 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 05 : Sound                    :  12.78MB Used 12.06MB ( 94%) adr S 90199800 E 90e61400 SIZE 00cc7c00
06:33:809 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 06 : Network                  :   1.40MB Used  0.93MB ( 66%) adr S 90e77500 E 90fddc00 SIZE 00166700
06:33:809 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 07 : WiiPad                   :   0.09MB Used  0.09MB ( 99%) adr S 90e61400 E 90e77500 SIZE 00016100
06:33:809 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 08 : IteamResource            :   2.91MB Used  2.86MB ( 98%) adr S 91018b00 E 91301b00 SIZE 002e9000
06:33:809 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 11 : Replay                   :   0.29MB Used  0.29MB (100%) adr S 91301b00 E 9134cc00 SIZE 0004b100
06:33:809 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 18 : Fighter1Resoruce         :   5.33MB Used  4.59MB ( 86%) adr S 9151fa00 E 91a72e00 SIZE 00553400
06:33:809 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 19 : Fighter2Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 91afaa00 E 9204de00 SIZE 00553400
06:33:809 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 20 : Fighter3Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 920d5a00 E 92628e00 SIZE 00553400
06:33:810 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 21 : Fighter4Resoruce         :   5.33MB Used  3.76MB ( 71%) adr S 926b0a00 E 92c03e00 SIZE 00553400
06:33:810 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 22 : Fighter1Resoruce2        :   0.53MB Used  0.34MB ( 64%) adr S 91a72e00 E 91afaa00 SIZE 00087c00
06:33:810 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 23 : Fighter2Resoruce2        :   0.53MB Used  0.30MB ( 57%) adr S 9204de00 E 920d5a00 SIZE 00087c00
06:33:810 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 24 : Fighter3Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92628e00 E 926b0a00 SIZE 00087c00
06:33:810 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 25 : Fighter4Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92c03e00 E 92c8ba00 SIZE 00087c00
06:33:810 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 26 : FighterEffect            :   0.35MB Used  0.00MB (  0%) adr S 91478e00 E 914d2900 SIZE 00059b00
06:33:811 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 31 : FighterTechqniq          :   1.10MB Used  0.00MB (  0%) adr S 92c8ba00 E 92da5500 SIZE 00119b00
06:33:811 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 32 : FighterKirbyResource1    :   0.10MB Used  0.00MB (  0%) adr S 914d2900 E 914ec400 SIZE 00019b00
06:33:811 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 33 : FighterKirbyResource2    :   0.10MB Used  0.00MB (  0%) adr S 914ec400 E 91505f00 SIZE 00019b00
06:33:811 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 34 : FighterKirbyResource3    :   0.10MB Used  0.00MB (  0%) adr S 91505f00 E 9151fa00 SIZE 00019b00
06:33:811 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 43 : MenuResource             :   6.40MB Used  0.00MB (  0%) adr S 92e67700 E 934cde00 SIZE 00666700
06:33:811 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 44 : CopyFB                   :   1.17MB Used  1.17MB (100%) adr S 9134cc00 E 91478e00 SIZE 0012c200
06:33:811 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 45 : GameGlobal               :   0.20MB Used  0.19MB ( 99%) adr S 90167400 E 90199800 SIZE 00032400
06:33:811 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 46 : GlobalMode               :   0.23MB Used  0.14MB ( 63%) adr S 90fddc00 E 91018b00 SIZE 0003af00
06:33:812 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 47 : Font                     :   0.76MB Used  0.76MB (100%) adr S 92da5500 E 92e67700 SIZE 000c2200
06:33:812 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 51.40MB Used 27.48MB ( 53%)
06:33:812 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  6.07MB
06:33:812 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
06:33:812 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: scMemoryChange -> scMelee
06:33:822 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: melee random seed: 0x0c3d2200
06:33:822 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
06:33:822 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ==MEM-1 LAYOUT                                           ==
06:33:822 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
06:33:822 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 01 : System FW                :   0.08MB Used  0.08MB ( 95%) adr S 805b5160 E 805ca260 SIZE 00015100
06:33:823 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 02 : System                   :   0.38MB Used  0.38MB ( 99%) adr S 80611f60 E 80673460 SIZE 00061500
06:33:823 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 03 : Effect                   :   0.62MB Used  0.34MB ( 55%) adr S 80b8db60 E 80c2c860 SIZE 0009ed00
06:33:823 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 04 : RenderFifo               :   0.25MB Used  0.25MB (100%) adr S 805d1e60 E 80611f60 SIZE 00040100
06:33:823 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 09 : InfoResource             :   1.47MB Used  1.46MB (100%) adr S 80c2c860 E 80da3a60 SIZE 00177200
06:33:823 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 10 : CommonResource           :   2.20MB Used  2.20MB (100%) adr S 80da3a60 E 80fd6260 SIZE 00232800
06:33:823 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 12 : Tmp                      :   0.09MB Used  0.00MB (  0%) adr S 81049e60 E 81061060 SIZE 00017200
06:33:823 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 13 : Physics                  :   0.70MB Used  0.05MB (  8%) adr S 8154e560 E 81601960 SIZE 000b3400
06:33:824 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 14 : ItemInstance             :   1.30MB Used  0.00MB (  0%) adr S 81382b60 E 814ce460 SIZE 0014b900
06:33:824 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 15 : StageInstance            :   0.50MB Used  0.00MB (  0%) adr S 814ce460 E 8154e560 SIZE 00080100
06:33:824 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 27 : Fighter1Instance         :   0.32MB Used  0.00MB (  0%) adr S 8123ab60 E 8128cb60 SIZE 00052000
06:33:824 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 28 : Fighter2Instance         :   0.32MB Used  0.00MB (  0%) adr S 8128cb60 E 812deb60 SIZE 00052000
06:33:824 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 29 : Fighter3Instance         :   0.32MB Used  0.00MB (  0%) adr S 812deb60 E 81330b60 SIZE 00052000
06:33:824 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 30 : Fighter4Instance         :   0.32MB Used  0.00MB (  0%) adr S 81330b60 E 81382b60 SIZE 00052000
06:33:825 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 40 : InfoInstance             :   1.20MB Used  0.00MB (  0%) adr S 81601960 E 81734d60 SIZE 00133400
06:33:825 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 42 : MenuInstance             :   0.54MB Used  0.00MB (  0%) adr S 81734d60 E 817be860 SIZE 00089b00
06:33:825 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 48 : MeleeFont                :   0.45MB Used  0.45MB (100%) adr S 80fd6260 E 81049e60 SIZE 00073c00
06:33:825 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 50 : OverlayCommon            :   5.10MB Used  5.10MB (100%) adr S 80673460 E 80b8db60 SIZE 0051a700
06:33:825 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 51 : OverlayStage             :   0.44MB Used  0.00MB (  0%) adr S 810f1a60 E 81162560 SIZE 00070b00
06:33:825 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 52 : OverlayMenu              :   0.28MB Used  0.00MB (  0%) adr S 81162560 E 811aa160 SIZE 00047c00
06:33:825 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 53 : OverlayFighter1          :   0.28MB Used  0.09MB ( 31%) adr S 81061060 E 810a9560 SIZE 00048500
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 54 : OverlayFighter2          :   0.28MB Used  0.20MB ( 70%) adr S 810a9560 E 810f1a60 SIZE 00048500
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 55 : OverlayFighter3          :   0.28MB Used  0.00MB (  0%) adr S 811aa160 E 811f2660 SIZE 00048500
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 56 : OverlayFighter4          :   0.28MB Used  0.00MB (  0%) adr S 811f2660 E 8123ab60 SIZE 00048500
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 58 : Thread                   :   0.03MB Used  0.00MB (  1%) adr S 805ca260 E 805d1e60 SIZE 00007c00
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 59 : BrawlX                   :   0.06MB Used  0.05MB ( 81%) adr S 817ca5a0 E 817da5a0 SIZE 00010000
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 18.10MB Used 10.65MB ( 59%)
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  0.11MB
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ==MEM-2 LAYOUT                                           ==
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
06:33:826 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 05 : Sound                    :  12.78MB Used 12.06MB ( 94%) adr S 90199800 E 90e61400 SIZE 00cc7c00
06:33:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 06 : Network                  :   1.40MB Used  0.93MB ( 66%) adr S 90e77500 E 90fddc00 SIZE 00166700
06:33:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 07 : WiiPad                   :   0.09MB Used  0.09MB ( 99%) adr S 90e61400 E 90e77500 SIZE 00016100
06:33:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 08 : IteamResource            :   2.91MB Used  2.86MB ( 98%) adr S 91018b00 E 91301b00 SIZE 002e9000
06:33:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 11 : Replay                   :   0.29MB Used  0.29MB (100%) adr S 91301b00 E 9134cc00 SIZE 0004b100
06:33:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 17 : StageResoruce            :   6.40MB Used  0.00MB (  0%) adr S 92f0bd00 E 93572400 SIZE 00666700
06:33:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 18 : Fighter1Resoruce         :   5.33MB Used  4.59MB ( 86%) adr S 9151fa00 E 91a72e00 SIZE 00553400
06:33:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 19 : Fighter2Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 91afaa00 E 9204de00 SIZE 00553400
06:33:827 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 20 : Fighter3Resoruce         :   5.33MB Used  0.00MB (  0%) adr S 920d5a00 E 92628e00 SIZE 00553400
06:33:828 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 21 : Fighter4Resoruce         :   5.33MB Used  3.76MB ( 71%) adr S 926b0a00 E 92c03e00 SIZE 00553400
06:33:828 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 22 : Fighter1Resoruce2        :   0.53MB Used  0.34MB ( 64%) adr S 91a72e00 E 91afaa00 SIZE 00087c00
06:33:828 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 23 : Fighter2Resoruce2        :   0.53MB Used  0.30MB ( 57%) adr S 9204de00 E 920d5a00 SIZE 00087c00
06:33:828 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 24 : Fighter3Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92628e00 E 926b0a00 SIZE 00087c00
06:33:828 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 25 : Fighter4Resoruce2        :   0.53MB Used  0.00MB (  0%) adr S 92c03e00 E 92c8ba00 SIZE 00087c00
06:33:828 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 26 : FighterEffect            :   0.35MB Used  0.00MB (  0%) adr S 91478e00 E 914d2900 SIZE 00059b00
06:33:828 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 31 : FighterTechqniq          :   1.10MB Used  0.00MB (  0%) adr S 92c8ba00 E 92da5500 SIZE 00119b00
06:33:828 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 32 : FighterKirbyResource1    :   0.10MB Used  0.00MB (  0%) adr S 914d2900 E 914ec400 SIZE 00019b00
06:33:829 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 33 : FighterKirbyResource2    :   0.10MB Used  0.00MB (  0%) adr S 914ec400 E 91505f00 SIZE 00019b00
06:33:829 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 34 : FighterKirbyResource3    :   0.10MB Used  0.00MB (  0%) adr S 91505f00 E 9151fa00 SIZE 00019b00
06:33:829 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 35 : AssistFigureResource     :   0.40MB Used  0.00MB (  0%) adr S 92da5500 E 92e0bc00 SIZE 00066700
06:33:829 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 36 : ItemExtraResource        :   0.20MB Used  0.00MB (  0%) adr S 93572400 E 935a5800 SIZE 00033400
06:33:829 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 38 : PokemonResource          :   1.00MB Used  0.00MB (  0%) adr S 92e0bc00 E 92f0bd00 SIZE 00100100
06:33:829 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 44 : CopyFB                   :   1.17MB Used  1.17MB (100%) adr S 9134cc00 E 91478e00 SIZE 0012c200
06:33:830 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 45 : GameGlobal               :   0.20MB Used  0.19MB ( 99%) adr S 90167400 E 90199800 SIZE 00032400
06:33:830 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 46 : GlobalMode               :   0.23MB Used  0.14MB ( 63%) adr S 90fddc00 E 91018b00 SIZE 0003af00
06:33:830 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Total    Size                 : 52.24MB Used 26.73MB ( 51%)
06:33:830 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Reserved Size                 :  5.23MB
06:33:830 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ===========================================================
06:33:831 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/96.sawnd) 
06:33:927 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/module/st_stadium.rel) 
06:33:939 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /module/st_stadium.rel (size:29528 byte, adr:0x9356b000) at 7
06:33:941 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/fighter/popo/FitPopoEntry.pac) 
06:33:943 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /fighter/popo/FitPopoEntry.pac (size:75744 byte, adr:0x92d92c40) at 7
06:33:955 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  <<gfModule>> create Instance (adr:0x8115b9c0  size: 0x00006bac text:0x8115ba8c) 
06:34:008 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/STAGE/MELEE/STGStadium.PAC) 
06:34:152 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16384 byte, adr:0x804d9060) at 10
06:34:156 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 10
06:34:160 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 10
06:34:164 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 10
06:34:168 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 10
06:34:172 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 10
06:34:176 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 10
06:34:179 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 10
06:34:183 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 10
06:34:188 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 11
06:34:192 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 11
06:34:196 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 11
06:34:199 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 11
06:34:203 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 11
06:34:249 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /STAGE/MELEE/STGStadium.PAC (size:3929216 byte, adr:0x931b2ee0) at 15
06:34:586 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftManager entry : EntryId[190000] ChrKind[68:None] Color[0] SlotNo[0]
06:34:590 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fighter instance create 00190000 Roy [gameframe:2]
06:34:598 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/info/portrite/InfFace161.brres) 
06:34:600 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /info/portrite/InfFace161.brres (size:3584 byte, adr:0x816f93a0) at 2
06:34:626 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/sfx/136.sawnd) 
06:34:651 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/metroid/ItmMetroidParam.pac) 
06:34:662 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/metroid/ItmMetroidParam.pac (size:4032 byte, adr:0x92e0aaa0) at 5
06:34:663 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/metroid/AsfMetroidBrres.pac) 
06:34:666 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/metroid/AsfMetroidBrres.pac (size:174080 byte, adr:0x92de0240) at 5
06:34:670 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/sirnight/ItmSirnightParam.pac) 
06:34:676 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/sirnight/ItmSirnightParam.pac (size:3680 byte, adr:0x92f0ab00) at 6
06:34:678 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/sirnight/PkmSirnightBrres.pac) 
06:34:682 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/sirnight/PkmSirnightBrres.pac (size:104416 byte, adr:0x92ef1080) at 6
06:34:690 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/item/latiaslatios/ItmLatiasLatiosParam.pac (size:7488 byte, adr:0x92eef100) at 7
06:34:692 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/latiaslatios/PkmLatiasLatiosBrres.pac) 
06:34:695 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/latiaslatios/PkmLatiasLatiosBrres.pac (size:152960 byte, adr:0x92ec9b20) at 7
06:34:697 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/item/hitodeman/ItmHitodemanParam.pac (size:2592 byte, adr:0x92ec9000) at 7
06:34:700 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/item/hitodeman/PkmHitodemanBrres.pac (size:43968 byte, adr:0x92ebe3e0) at 7
06:34:707 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/item/hitodemanshot/ItmHitodemanShotParam.pac (size:1440 byte, adr:0x92ebdc00) at 8
06:34:712 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/item/togepy/ItmTogepyParam.pac (size:4960 byte, adr:0x92ebc840) at 8
06:34:714 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/togepy/PkmTogepyBrres.pac) 
06:34:716 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/togepy/PkmTogepyBrres.pac (size:67264 byte, adr:0x92eac120) at 8
06:34:717 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/gonbe/ItmGonbeParam.pac) 
06:34:729 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/gonbe/ItmGonbeParam.pac (size:7904 byte, adr:0x92eaa160) at 9
06:34:730 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/item/gonbe/PkmGonbeBrres.pac) 
06:34:733 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /item/gonbe/PkmGonbeBrres.pac (size:178368 byte, adr:0x92e7e840) at 9
06:35:390 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 52
06:35:716 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 72
06:36:041 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 91
06:36:046 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: #ftManager entry : EntryId[1a0001] ChrKind[16:None] Color[1] SlotNo[3]
06:36:059 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fighter instance create 001a0001 POPO [gameframe:92]
06:36:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fighter instance create 001a0001 POPO [gameframe:92]
06:36:092 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:  File Read  (SD): Open failed (/private/wii/app/RSBE/pf/info/portrite/InfFace152.brres) 
06:36:114 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (DVD): /info/portrite/InfFace152.brres (size:3584 byte, adr:0x81684040) at 93
06:36:403 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 111
06:36:680 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 130
06:37:016 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 150
06:37:331 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 169
06:37:662 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 189
06:37:978 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 208
06:38:315 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 228
06:38:628 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 247
06:38:963 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: File Read  (SD): /private/wii/app/RSBE/pf/sound/strm/H04.brstm (size:16896 byte, adr:0x804d0000) at 267
06:39:069 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Non-recoverable Exception 2
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ------------------------- Context 0x804dd558 -------------------------
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r0   = 0x00000000 (             0)  r16  = 0x804a9a80 (   -2142594432)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r1   = 0x805b4bf0 (   -2141500432)  r17  = 0x0000001c (            28)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r2   = 0x805a9320 (   -2141547744)  r18  = 0xe0000000 (    -536870912)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r3   = 0x00000008 (             8)  r19  = 0x815445a0 (   -2125183584)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r4   = 0x804dd558 (   -2142382760)  r20  = 0x92f9e7b2 (   -1829115982)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r5   = 0x801d6d30 (   -2145555152)  r21  = 0x805b4dc4 (   -2141499964)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r6   = 0x00000003 (             3)  r22  = 0x805b4dd0 (   -2141499952)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r7   = 0x92fa0fd0 (   -1829105712)  r23  = 0x00000000 (             0)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r8   = 0x18000000 (     402653184)  r24  = 0x804a9b10 (   -2142594288)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r9   = 0x43300000 (    1127219200)  r25  = 0xe0000240 (    -536870336)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r10  = 0xf0000000 (    -268435456)  r26  = 0x804a9aa4 (   -2142594396)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r11  = 0x805b4c60 (   -2141500320)  r27  = 0x805b4d20 (   -2141500128)
06:39:070 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r12  = 0x80195594 (   -2145823340)  r28  = 0x805b4d14 (   -2141500140)
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r13  = 0x805a4420 (   -2141567968)  r29  = 0x92fa0fc4 (   -1829105724)
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r14  = 0x815020c0 (   -2125455168)  r30  = 0x92fa0fd8 (   -1829105704)
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: r15  = 0x00000003 (             3)  r31  = 0x19fde011 (     436068369)
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: LR   = 0x801947c8                   CR   = 0x48400088
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: SRR0 = 0x801d6d30                   SRR1 = 0x00001030
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: GQRs----------
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr0 = 0x00000000 gqr4 = 0x00060006
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr1 = 0x00000000 gqr5 = 0x00070007
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr2 = 0x00040004 gqr6 = 0x05070507
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: gqr3 = 0x00050005 gqr7 = 0x08070807
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: FPRs----------
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr0 = 0 fr1 = 275
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr2 = 495 fr3 = 275
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr4 = 0 fr5 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr6 = 0 fr7 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr8 = 0 fr9 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr10 = 0 fr11 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr12 = 3 fr13 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr14 = 0 fr15 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr16 = 0 fr17 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr18 = 0 fr19 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr20 = 0 fr21 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr22 = 0 fr23 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr24 = 0 fr25 = 0
06:39:071 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr26 = 0 fr27 = 1
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr28 = -1 fr29 = 275
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: fr30 = 1 fr31 = 0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: PSFs----------
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps0 = 0x0 ps1 = 0xffffffff
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps2 = 0xffffffff ps3 = 0xffffffff
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps4 = 0x0 ps5 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps6 = 0x0 ps7 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps8 = 0x0 ps9 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps10 = 0x0 ps11 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps12 = 0x137 ps13 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps14 = 0x0 ps15 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps16 = 0x0 ps17 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps18 = 0x0 ps19 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps20 = 0x0 ps21 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps22 = 0x0 ps23 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps24 = 0x0 ps25 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps26 = 0x0 ps27 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps28 = 0xffffffff ps29 = 0xffffffff
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: ps30 = 0x0 ps31 = 0x0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Address:      Back Chain    LR Save
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4bf0:   0x805b4c00    0x00000000
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c00:   0x805b4c90    0x805b4c48
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4c90:   0x805b4cd0    0x801955f0
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4cd0:   0x805b4ce0    0x8019b7a8
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ce0:   0x805b4db0    0x801a4fcc
06:39:072 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4db0:   0x805b4df0    0x801ae260
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4df0:   0x805b4e30    0x801b22b8
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e30:   0x805b4e50    0x8096aa7c
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e50:   0x805b4e60    0x809751d0
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4e60:   0x805b4ea0    0x8096f748
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ea0:   0x805b4ed0    0x8002e618
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ed0:   0x805b4ef0    0x80017788
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4ef0:   0x805b4fb0    0x8001735c
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4fb0:   0x805b4fd0    0x80016f78
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b4fd0:   0x805b5150    0x8000c934
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: 0x805b5150:   0xffffffff    0x800041a4
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: DSISR = 0x40000000                   DAR  = 0xe3818f00
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: TB = 0x005f70b322d0a616
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Instruction at 0x801d6d30 (read from SRR0) attempted to access invalid address 0xe3818f00 (read from DAR)
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]:
06:39:073 Src\HW\EXI_DeviceIPL.cpp:284 N[OSREPORT]: Last interrupt (7): SRR0 = 0x801d50a4  TB = 0x005f70b322cfee8a



Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 01:15:36 AM
sammy husky
nice video
funny the first time i was getting it to work i made the same mistake of not setting the LZ77 Compression
anyways, could you try ur method of csp's with mario if possible, because he froze and i  i swear i did everything correct

the only way i could get him to work was by using an id lower than 90

Works fine one my end, it was probably a simple naming error. if using id 90, the css icon and name will be 091

and the CSP will be 901

=============

EY, does a normal marth clone freeze on the pokemon stadium as well, or only those 2 characters ported over marth's clone?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 05, 2014, 01:31:09 AM
Marth's NB Works fine on Pokemon Stadium 2.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 05, 2014, 01:34:06 AM
Is compatible donkey kong and ganon rels yet?


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 05, 2014, 01:35:23 AM
Well, the holidays are almost over. Life calls, so I must disappear once more.

It looks like you guys are getting the hang of things around here, so I'm sure things will be fine. I'll still be around every now and again as usual - just not as often as these last couple of days.


I've added a new branch version of BrawlEx under configuration x.x.x.1. It hasn't been fully tested yet, but it should try to load the configuration files from the disk instead of the sd card. Note that the disk reads used for the config files can't be overwritten by the File Patch Code.

Sammi, if you want the small CSS icons to work, you'll need to update the MenSelchrFaceX_TopN__0 texture patterns in the MiscData[30] AnimTexPat of sc_selchar.pac. You need to update entries A through I to ensure the changes take effect for all icon sizes. Also, if someone's looking to achieve the same effect as CBliss, modify the data at 0x20 of the CSSSlot config. It should be in the same format as the CBliss codes, but I'm sure someone will figure it out.

Also, if anyone ever wants to make any changes to bx_fighter - say replace the default configurations and/or disable the config file loading to improve startup time - that's fine with me. Just be sure to release it under a new configuration number or letter.


One more post, PhantomWings! It better be a good one!

I guess this one will have to do. I am now officially a Mega Kitten.  :kdance:



See you guys around.

(Nice, I snagged reply #500)


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 05, 2014, 01:47:46 AM
I discovered 3 things..

-UsbloaderGX 3.0 R1218 its the ultimate loader, use it and Exbrawl will be a piece of cake xD
-CFG usbloader  70mod r65 is good also, but it cant read gameconfig.txt, like any CFG usbloader..

- Exbrawl is really non-compatible with Alternate Stage Loader... because in my fight against EXBRAWL, I seen that when random Icons appear (exbrawl stuff does not load), i can choose the stages that I can only chose with ASL (button combination), and when the clone marth and ike icons appears on the css (Exbrawl  Loads) ASL Button Combinations doesnt work, at all.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 05, 2014, 02:05:49 AM
Mega Kitten! I wish I was one...Anyway sad you can't be around as much thanks for the clone engine topic and all your work.

Is there any settings I should use to make this work on gx?I set the hooktype to axnextframe and ocarina is on,but it won't work at all?Is it just a odd string of bad luck?


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 05, 2014, 02:18:24 AM
Also, if someone's looking to achieve the same effect as CBliss, modify the data at 0x20 of the CSSSlot config. It should be in the same format as the CBliss codes, but I'm sure someone will figure it out.
I was thinking this was the case, but I was too busy trying to figure out adding CSPs to post about it. Thanks for the confirmation.

To build upon what he's mentioned, allow me to explain. Open the character's CSSSlotXX.dat file with a hex editor and take a look at offset 0x20.


For example, here is Ike at 0x20:
0x20 0500 0205 0001 0103
0x28 0302 0704 0C00 0000

Every two bytes is a slot. The red numbers denote the team color, and the following blue number is which color slot that is called. So, for the first two offsets there, we have team color 05 corresponding to FitIke00.

They are written in the order that the portraits will be scrolled through, which is the order the textures for the CSS portraits are named (MenSelchrFaceB.331, MenSelchrFaceB.332, etc. for Ike).


All the Slot Colors in HEX:

Team Colors:
00XX = RED TEAM
01XX = BLUE TEAM
03XX = GREEN TEAM
02XX = yellow
04XX = purple
05XX = dark blue
06XX = pink
07XX = brown/cream
08XX = black/dark
09XX = white
0AXX = orange
0BXX = white+green (Luigi only?)
0C00 = NO MORE COLORS

0C denotes the end of the colors, meaning that after this, the CSS will cycle through back to the first portrait.


Color-slot file names:
XX00 = DEFAULT
XX01 = typically the red color
XX02 = typically the green color
XX03 = typically the blue color
XX04+ = other colors

These are FitCharacterXX colors.


Thus, Ike's colors come out to this:
Ike's colors (in order):
0500 = DEFAULT (dark blue)
0205 = GOLD (yellow)
0001 = RED
0103 = BLUE
0302 = GREEN
0704 = PLEBIAN (brown/cream)



Note that only blue, red, and green colors will actually form teams. My guess is the other colors are just for surplus organization, and beyond that, may or may not be accurate (for example, Charizard's default color is 0200, indicating yellow, but we all know he's orange).

Also be sure to have enough portraits available for the character! You can have, say, five portraits and only have four colors in the CSSSlotConfig, and the game will skip the last color and go back to the first when scrolling through portraits. But I'm pretty sure the game will crash if you have ten colors in the config but only six textures.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 02:38:00 AM
Well, the holidays are almost over. Life calls, so I must disappear once more.

amazing, thanks for the information about the css icons, i knew there was just something i was missing.

i assume you are still going to be releasing ExModules for the rest of the characters correct?
i would love to help, but im no good at module stuff...


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 02:44:52 AM
Brawl Ex Cbliss Fusion (http://www.youtube.com/watch?v=YaxhTIHCVlA#ws)


Title: Re: The BrawlEx Clone Engine
Post by: LJSTAR on January 05, 2014, 02:48:33 AM
I tried to change the CSP... but it crash before I can see the CSS

The CSP is named "MenSelchrFaceB.901", the format is CI8 with "has palette:true" in a new BRRES file which is id "90"
I also added the CSS and Name, they are named "MenSelchrChrFace.091" and "MenSelchrChrNmS.091", the offset in the Cosmetic file is also "5A" ...

EDIT: The compression for the BRRES file is "LZ77" too

What did I do wrong ?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 05, 2014, 02:57:18 AM
Here's take 1 on a Meta Knight module for Brawl Ex.
https://dl.dropboxusercontent.com/u/58110468/ft_metaknight%20BX.rel


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 05, 2014, 03:56:26 AM
amazing, thanks for the information about the css icons, i knew there was just something i was missing.

Once you've got the CSS icons working, would you be willing to post another tutorial? I don't understand what needs to be added into the  MenSelchrFaceX_TopN__0's to get it to recognize the CSS icon.

Also, did you figure out why it said Green Alloy?


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 05, 2014, 05:00:21 AM
Oh. It's morning. I should go to sleep now.

(http://i.imgur.com/lvum1KM.png)
(http://i.imgur.com/CgIq02O.png)

He actually does have name textures too, they're just black boxes at the moment, which makes them invisible. I haven't made a name for Bisharp yet, and that Mewtwo CSS icon is placeholder, but on a custom spot in the file.



Also, CSSSlotConfig. Offset 0x13. That's where the data to control the icon you see on the CSS (not the portraits with the different colors, but the icon you select the character with). If you followed Sammi's third tutorial, it would be one number above what you linked the portraits to in the Cosmetic file. His Pikachu's CSS portraits were linked to 5A (90), so he would need to use 5B for the actual icon, since it was named MenSelcharCharFace.091.



Wow, 4am. Goodnight people.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 05, 2014, 05:45:08 AM
Wow kage. Nice. I will be sure to check all that stuff out.



Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 05, 2014, 05:53:20 AM
Wow kage. Nice. I will be sure to check all that stuff out.


Let me know if you get that to work for you. I tried the CSP tutorial and I get a blank icon that freezes.
I have the compression set to LZ77.
Dr. Mario is number 91 so that is 5b.
His portraits are 911, 912, 913, 914, and 915.
His Icon and Name are numbered 092 in the misc. 70.
The cosmetic id is 5b.

So I have no idea what I did wrong. The original cosmetic does work though.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on January 05, 2014, 06:40:11 AM
Brawl Ex Cbliss Fusion ([url]http://www.youtube.com/watch?v=YaxhTIHCVlA#ws[/url])

This is amazing! Does it only affect the added characters? And does it have any drawbacks?


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on January 05, 2014, 09:02:58 AM


Since everyone is having trouble getting BrawlEx to work, might as well share my setup so you guys get an idea of how stuff works.

My pack has 8 filler PSAs for Marth[Roy], Ike[Cloud], Link[Zero], Lucario[KidBuu], Snake[Deadpool], Pit[Waluigi], Wolf[Wolverine], and Sonic[Shadow] leftover from my CE.
It includes all cosmetics including their own separate franchise icons, as well as their own victory themes and announcer calls. It even contains a true de-cloned Roy where the GFX don't mess up [Should write a tutorial soon]. As well as extra costumes for Fox ala cBliss. :P


ASF1nk's BrawlEx Pack (https://www.dropbox.com/s/99m4g1a3efh6xuo/ASF1nks%20BrawlEx%20Pack.rar)

(http://i105.photobucket.com/albums/m202/antjor_s38/00000000-6x-1.png)
(http://i105.photobucket.com/albums/m202/antjor_s38/00000000-8x-1.png)
(http://i105.photobucket.com/albums/m202/antjor_s38/00000000-10x-1.png)
(http://i105.photobucket.com/albums/m202/antjor_s38/00000000-11x-1.png)




The pack comes with codes to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.

Code:
Result Camera Engine [ASF1nk]
80000000 80B29750
80000001 80586100
8A03FC01 00000000
049367D0 3CA08058
049367D8 38A56100
04936B24 3C808058
04936B2C 38846100
049367D4 380000FF

ResultCam Data for 3F [Roy][ASF1nk]
065864FC 00000014
0000003F 3F800000
40E00000 40C00000
40C00000 00000000

ResultCam Data for 40 [Cloud] [ASF1nk]
06586510 00000014
00000040 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 41 [Zero] [ASF1nk]
06586524 00000014
00000041 3F800000
40C00000 40F00000
40E00000 00000000

ResultCam Data for 42 [KidBuu] [ASF1nk]
06586538 00000014
00000042 3F866666
40C00000 40C00000
40400000 00000000

ResultCam Data for 43 [Deadpool] [ASF1nk]
0658654C 00000014
00000043 3F8A3D71
4114CCCD 4114CCCD
4114CCCD 00000000

ResultCam Data for 44 [Waluigi] [ASF1nk]
06586560 00000014
00000044 3F800000
3FC00000 40E00000
40800000 00000000

ResultCam Data for 45 [Wolverine] [ASF1nk]
06586574 00000014
00000045 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 46 [Shadow] [ASF1nk]
06586588 00000014
00000046 3F7851EC
40900000 40900000
40600000 00000000

ResultCam Data for XX [ASF1nk]
06586588 00000014
000000XX YYYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

XX = Character ID
YYYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000]
ZZZZZZZZ = 1st Winning animation float Value moves camera up/down.
VVVVVVVV = 2nd Winning animation float value moves camera up/down.
SSSSSSSS = 3rd Winning animation float value moves camera up/down.

Floating point to hex converter (http://gregstoll.dyndns.org/~gregstoll/floattohex/)

To add new Camera data codes for new clones, just copy and paste the last camera code you have and add 14 hex to the first word and edit the character ID and float values accordingly.

Ex. Making a Camera data slot for Character ID 47 you take the first word from slot 46 06586588 and add 0x14 to it. You end up with 658659C.

So the new slot should look like this:
ResultCam Data for 47 [ASF1nk]
0658659C 00000014
00000047 XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX 00000000

-------------------------------------------------------------------------------------------------
By the way for those of you wondering about cBliss, BrawlEx has it's own way of doing extra costumes so cBliss is not needed any more.

What you need to do is using the Config Utility edit the fighter.dat and check the boxes of the costumes you want.

If you take a look at the fox Fighter.dat in my pack under Colors, you can see I checked the boxes 6, 7, 8, 9.

(http://i105.photobucket.com/albums/m202/antjor_s38/Foxfighter10.png)

You then need to open the CSSslot.dat on a hex editor and staring from offset 0x20 those are the costumes.
you need to add the color and the .pac number. before the '0C' terminator.

The format for the costumes is 2 bytes, 1st byte is the color and 2nd byte is the costume. Costume is the number you would use for your .pac.

No extra costumes
(http://i105.photobucket.com/albums/m202/antjor_s38/foxxx-2.png)

4 extra costumes
(http://i105.photobucket.com/albums/m202/antjor_s38/foxxx1.png)

Remember the 0C byte is what tells the game to stop reading the values so every costumes you add needs to go before the 0C.

Anyways, since I'm fairly knowledgeable on the subject, I'll help a little answering all of your questions. There is too much confusing in here right now.


EDIT: When I made the pack I was using BrawlEx v1.1.0.0 you should download BrawlEx v1.1.2.0 (https://www.dropbox.com/s/rqki64y7zbw3oei/BrawlEx%20v1.1.2.0.zip) and just grab the bx_fighter.rel from there and replace it in the module folder.

DO NOT USE v1.1.2.1.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 05, 2014, 09:08:25 AM
If only i was home, I could download and look around at how u did stuff.

Nice job.


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 05, 2014, 09:15:10 AM
@EternalYoshi: Meta Knight clone is working fine for me. I haven't tested any 1 player modes, but I cloned him and put Haunter over him, and he's working 100% fine.

@ASF1nk: such love :D


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on January 05, 2014, 09:26:34 AM
ASF1nk, I just have two questions...

First, could you look into my GCT to see what I need to get rid of or change in order to add those characters? I wanted to keep using my GCT, but I will download your pack.

Code:
RSBE01
Super Smash Bros. Brawl

1 player matches [spunit262]
* 0468D420 2C060001

Allow More Than 1000 Replays/Stages/Snapshots [brkirch]
* 040C464C 48000184

Allow Replays Longer Than Three Minutes [brkirch]
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Unrestricted Camera on pause
* 4A000000 80000000
* 040A7D60 4E800020
* 04109D88 38800001

Unrestricted Camera on Replay
* 0409E934 60000000
* 0409E93C 60000000
* 0409E9AC FC201890
* 0409E9B8 FC600090
* 0409E9BC FC000890
* 0409E9C8 FC001890

File Patch Code
* E0000000 80008000
* 225664EC 00000000
* 0401BFE0 4858BE20
* 065A7E00 00000070
* 38A00067 38810020
* 3CE0805A 60E37C18
* 4BE52531 38A0007F
* 3883FFE8 38610020
* 4BE52521 38A00068
* 60E47C18 38610020
* 9421FF80 BC410008
* 38610088 4BA74DB9
* 7C7C1B78 2C030000
* 4082000C 38210080
* 4800001C B8410008
* 38210080 4BE524E5
* 38610008 4BA742E1
* 7C7C1B78 4BA741E8
* 040223E0 48585BC0
* 065A7FA0 00000020
* 77239000 2C030000
* 4182000C 7FDDC850
* 3BDEFFE0 93DB0008
* 4BA7A42C 00000000
* 0401CD0C 4858B1F4
* 065A7F00 00000038
* 2C030000 4182000C
* 4BA7DD51 4BA74E04
* 80780008 2C030000
* 41820014 8118000C
* 7C634214 7C7B1850
* 48000008 8078000C
* 4BA74DE0 00000000
* 043EE9D8 48000014
* 043EEBD4 48000014
* 043D8B9C 48000018
* 043E9B4C 38600000
* 043E9D38 38600000
* 043D8C80 60000000
* 80000000 80406920
* 80000001 805A7C00
* 8A001001 00000000
* 045A7C10 2F525342
* 045A7C14 452F7066
* 80000001 805A7B00
* 8A001001 00000000
* 065A7B10 0000000F
* 2F525342 452F7066
* 2F736F75 6E642F00
* 041C6CE0 483E0D20
* 065A7A00 00000028
* 9421FF80 BC410008
* 3C60805A 60637B1F
* 4BE52931 B8410008
* 38210080 4BE52995
* 4BC1F2C4 00000000
* 065A7900 00000078
* 9421FF80 7C0802A6
* 9001000C BC810010
* 9421FF00 7C872378
* 54B2BA7E 7CD33378
* 38800000 9081000C
* 90810010 90610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 7CE43B78
* 38A00080 4BE529F5
* 38610008 4BA752A1
* 60000000 80210000
* B8810010 8001000C
* 7C0803A6 80210000
* 4E800020 00000000
* 043E399C 481C3F04
* 065A78A0 00000010
* 80BC0020 7CA59214
* 3A400000 4BE3C0F4
* 043DBAEC 481CBDE4
* 065A78D0 00000018
* 800302A4 2C130000
* 41820008 7E609B78
* 3A600000 4BE3420C
* 041CDF7C 483D9884
* 065A7800 00000098
* 818C0014 9421FF80
* BC410008 3D009034
* 61089D94 7C034000
* 4082003C 7C882378
* 3C60804D 60630000
* 3C80805A 60847B00
* 7CC53378 38C04200
* 80E40080 2C070000
* 40820014 60000000
* 480000B9 2C030000
* 41820010 B8410008
* 80210000 4BC26724
* 70A501FF 3868FFFF
* 3C80804C 6084FFFF
* 7C842A14 38A04001
* 38A5FFFF 8C040001
* 9C030001 2C050000
* 4082FFF0 B8410008
* 80210000 4BC2670C
* 141CCF90 483DA770
* 065A7700 00000048
* 9421FF80 BC410008
* 7FE3FB78 3C80805A
* 60847B00 38A00000
* 38C04000 480001E5
* 90640080 807F0008
* 907A0014 907A005C
* 907A0074 B8410008
* 80210000 807F0000
* 4BC25854 00000000
* E0000000 80008000

Ricky's Custom CSS [spunit262]
* 0668310C 00000030
* 387E006C 3B600000
* 3C808068 38840DE0
* 7CBB20AE 7CA50775
* 41800014 94A30004
* 3B7B0001 2C1B0032
* 4180FFE8 48000038
* 04690338 48000068
* 066900d8 00000008
* 2c170028 41820168
* 02680DE0 0022FFFF
* 06680DE0 00000029
* 00010212 06070811
* 0D091A24 27171613
* 20210304 290E0F10
* 0A250B19 1B5E5C5D
* 230C1514 1F260522
* 18000000 00000000

CSS Fix [Phantom Wings]
* 046A0C68 C2000000
* 0469DC18 40820030
* 0469DC40 2C030000
* 04689E88 60000000

CSS fixes for Samus/ZSS and Zelda/Shiek V2.1 [spunit262] (6 Lines)
* 04693D50 38800004
* 06693D6C 00000008
* 38000000 3880000F
* 046900E8 60000000
* 04697F58 60000000
* 04697EEC 60000000

Regular Zelda Icon (CSS) [spunit262]
* 046900E8 60000000

Independent Pokemon Engine +no wreck My Music V2 [spunit262] (11 lines)
* 06407BD0 0000000E
* 04030F0D 1E1B1F1B
* 201B211B 221B0000
* C2684964 00000007
* 881400B8 2C00003F
* 41A00028 2C03001D
* 40A20008 3860001E
* 2C03001F 40A20008
* 38600020 2C030021
* 40A20008 38600022
* 987400B8 00000000

CSS fixes for Giga and Company V2 [spunit262] (10 Lines)
* C2684940 00000002
* 9BB400B8 57BD06BE
* 2C1D001B 00000000
* 040AF8D4 546025B6
* 040AF964 546025B6
* 040AF830 546025B6
* 040AF528 546025B6
* 040AF810 546025B6
* 040AF880 546025B6
* 040AF848 546025B6

Hanenbow is Wi-fi room
* C298D528 00000003
* 2C060031 40820008
* 38C00038 60000000
* 90DD08C0 00000000
* C26DCEE0 00000003
* A37A0022 2C1B0025
* 40820008 3B600037
* 60000000 00000000

Stage Roster Exp, System v2.0: [Phantom Wings]
* E0000000 80008000
* 04043B20 380000FF
* 04043B40 1C060018
* 04043B58 38840018
* 04949C8C 3884B460
* 04949D10 3884B460
* 04949E20 3884B460
* 04949EFC 3884B460
* C294A588 00000003
* A063001A 2C030040
* 41800008 38600000
* 60000000 00000000
* C294A1D0 00000003
* 7C7D1B78 2C03FFFF
* 40820008 3FA0003F
* 60000000 00000000
* 04015564 48000010
* 2042AEB0 00000041
* 0442AEB0 00000000
* 80000000 8042AEB0
* 80000001 8042AEB0
* 60000030 00000000
* 8A001801 00000000
* 86000000 00000024
* 86000001 00000018
* 62000000 00000000
* 0042B348 024B0000
* 0442B348 00000040
* 0642B34C 00000010
* 73745F63 7573746F
* 6D00002E 72656C00
* 80000000 8042BC18
* 80000001 8042B460
* 8A010001 00000000
* 0442B560 8042BC14
* 0042BC18 010F0000
* 0642BC14 00000008
* 43757374 6F6D0000
* E0000000 80008000
* 04043B34 483E783C
* 0642B370 00000050
* 2C060031 4080000C
* 80040000 48000040
* 3806000F 7C030000
* 40820030 3866FFD0
* 38C4000F 38860001
* 3CA08042 60A5B450
* 38E00000 7E6802A6
* 4BFCB811 7E6803A6
* 38C00031 4BC1878C
* 3884FFE8 4BC1877C
* 04949C88 4BAE1749
* 04949D0C 4BAE16C5
* 04949E1C 4BAE15B5
* 04949F08 4BAE14C9
* 0642B3D0 00000060
* 9421FF80 BC610010
* 7C6802A6 9061000C
* 2C000040 41800030
* 7C030378 3863FFC1
* 3CC08042 60C6BC1C
* 38860001 3CA08042
* 60A5B450 38E00000
* 39200000 4BFCB7AD
* 38000040 540013BA
* 8061000C 7C6803A6
* B8610010 80210000
* 4E800020 00000000
* 0042B455 00000078
* 0442B45C 00000002

[Custom SSS - NEW ICONS]
* 046B8F5C 7C802378
* 046B8F64 7C6300AE
* 040AF618 5460083C
* 040AF68C 38840002
* 040AF6AC 5463083C
* 040AF6C0 88030001
* 040AF6E8 3860FFFF
* 040AF59C 3860000C
* 060B91C8 00000018
* BFA10014 7CDF3378
* 7CBE2B78 7C7D1B78
* 2D05FFFF 418A0014
* 006B929C 00000027
* 066B99D8 00000027
* 00010203 04050908
* 0A0B0C0D 0E0F1114
* 151A1917 06131D1B
* 1C1F2021 22252423
* 27280710 12161800
* 006B92A4 00000027
* 066B9A58 00000027
* 1E262A2B 2C2D2E2F
* 30313233 34353637
* 38393A3B 3C3D3E3F
* 40414243 44454647
* 48494A4B 4C4D4E00
* 06407AAC 000000A0
* 01010202 03030404
* 05050606 07070808
* 0909330A 0B0B0C0C
* 0D0D0E0E 130F1410
* 15111612 17131814
* 19151C16 1D171E18
* 1F19201A 211B221C
* 231D241E 251F2932
* 2A332B34 2C352D36
* 2F373038 3139323A
* 2E3BFFFF 40204121
* 42224323 44244525
* 46264727 48284929
* 4A2A4B2B 4C2C4D2D
* 4E2E4F2F 50305131
* 523D533E 543F5540
* 56415742 58435944
* 5A455B46 5C475D48
* 5E495F4A 604B614C
* 624D634E 644F0000

Custom Random CSS V1 [spunit262]
* 06685824 0000000C
* 3C608068 7C630214
* 88630E80 00000000
* 046857F0 3AE00028
* 06680E80 00000028
* 00010212 06070811
* 0D091A24 27171613
* 20210304 0E0F100A
* 250B191B 5E5C5D23
* 0C15141F 26052218

No smokeball smoke [Standardtoaster]
* 4A000000 9105AE40
* 14000654 00020000
* 1400065C 00020000
* 14000664 00020000
* 1400066C 00020000
* E0000000 80008000

SmokeBall doesn't stick
* 4A000000 91000000
* 1405B250 00020000
* E0000000 80008000

Default CPU Level Modifier[Igglyboo]
* C2693A70 00000002
* 38800009 909E01D4
* 60000000 00000000

New mushroom stacker:
* C28960E8 00000007
* 7C23052E E3E10018
* 2C1E0000 41820024
* 80DE00D8 80C60064
* 80C60020 80C6000C
* A9460002 1D4A0008
* 394A0020 7C22552E
* 60000000 00000000
* C281C7B0 0000000D
* 2C1D0000 41820058
* 821D00D8 82100064
* 82100020 8210000C
* ABF00002 1FFF0008
* 3BFF0020 81C30030
* 7DFF1214 836F0004
* 7C0ED800 41820014
* 91CF0004 C02304A0
* D02F0000 4800001C
* 820F0000 2C100000
* 4182000C C02F0000
* 48000008 C02304A0
* 60000000 00000000
* 04842C74 38800000
* 04842C94 38800000
* 04842A2C 38800001
* 04B88804 3F3504F3
* 04B88808 3F3504F3
* 04B88DFC 3F3504F3
* 04B88E00 3F3504F3
* 20666928 00000001
* 085A9340 00000000
* 200F0004 00000000
* E0000000 80008000

Characters have 10 Costumes [All Chars +] [Mewtwo2000, ASF1nk]
* 06AD817C 00000070
* 13FF13FF 13FF33FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF33FF
* 33FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF1FFF 13FF13FF
* 13FF13FF 13FF33FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF

Costume Color offset FIX v2 [ASF1nk, Mewtwo2000]
* 0645531C 00000018
* 05000001 03020103
* 08040205 02060007
* 03080109 0C000000

New Wario's own Costume offset v2 [12 Costumes] [ASF1nk, Mewtwo2000]
* 06455334 0000001C
* 05000001 03020103
* 08040205 02060007
* 03080109 070A090B
* 0C000000 00000000

All Roster has Costume Offset FIX. v3 [ASF1nk, Mewtwo2000]
* 04455460 8045531C
* 04455470 8045531C
* 04455480 8045531C
* 04455490 8045531C
* 044554A0 8045531C
* 044554B0 8045531C
* 044554C0 8045531C
* 044554D0 8045531C
* 044554E0 8045531C
* 044554F0 8045531C
* 04455500 8045531C
* 04455510 8045531C
* 04455520 8045531C
* 04455530 8045531C
* 04455540 8045531C
* 04455550 8045531C
* 04455560 8045531C
* 04455570 8045531C
* 04455580 8045531C
* 04455590 8045531C
* 044555A0 8045531C
* 044555B0 80455334
* 044555C0 8045531C
* 044555D0 8045531C
* 044555E0 8045531C
* 044555F0 8045531C
* 04455600 8045531C
* 04455610 8045531C
* 04455620 8045531C
* 04455630 8045531C
* 04455640 8045531C
* 04455650 8045531C
* 04455660 8045531C
* 04455670 8045531C
* 04455680 8045531C
* 04455690 8045531C
* 044556A0 8045531C
* 044556B0 8045531C
* 044556C0 8045531C
* 044556D0 8045531C

And second... if I edit all the characters' like you did with Fox, which will be a long and tedious task for sure, then it will work just exactly as cBliss did?


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 05, 2014, 10:06:37 AM
not sure if it's the way i setup my clone of marth but mine freezes at random times when i'm playing on stages like lylat cruise and pokemon stadium


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on January 05, 2014, 10:27:01 AM
. It even contains a true de-cloned Roy where the GFX don't mess up [Should write a tutorial soon].
PLEASE DO. FINALLY GFX WILL NO LONGER BE AN ISSUE 8D


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 05, 2014, 10:42:58 AM
I've got a few questions ASK1ink, it's about your CSS... Joke being the CSS that you are making which is sexy

well how you added in the CSS stuff. i would like to have more than 8 characters have CSS/CSP related stuff. i've done Sammi's tutorial  for CSP. but you have names/icons/and CSP.

mind you i'm most likely going to cut back on space by having only one CSP icon being the 00 portrait and the 01 to 05 having a 02-06 number based thing. it saves on file space. usually the numbers are coloured. i did this for Cbliss when i had over 200 costumes loaded.

and uncloning a clone? making them truly dependant? isn't this going pretty fast? either way can't wait for you tutorials.  and maybe other CSS goodies in the far futer... yes i'm a harpy... sue me.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 05, 2014, 11:05:49 AM

where the GFX don't mess up [Should write a tutorial soon].


Yes, Yes, Yes! I've been having graphical problems with character ports for sooo long now and am fed up with it, a tutorial to FINALLY fix them would be awesome.

Oh man, these methods for getting things working for the BrawlEx characters are developing so fast, it's great! :D

Also, anyone know yet a way to add soundbanks/voice packs?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 05, 2014, 11:35:50 AM
I still don't understand why I get random crashing on the Stage Select with this.


Title: Re: The BrawlEx Clone Engine
Post by: Kingskull95 on January 05, 2014, 11:39:43 AM


Since everyone is having trouble getting BrawlEx to work, might as well share my setup so you guys get an idea of how stuff works.

My pack has 8 filler PSAs for Marth[Roy], Ike[Cloud], Link[Zero], Lucario[KidBuu], Snake[Deadpool], Pit[Waluigi], Wolf[Wolverine], and Sonic[Shadow] leftover from my CE.
It includes all cosmetics including their own separate franchise icons, as well as their own victory themes and announcer calls. It even contains a true de-cloned Roy where the GFX don't mess up [Should write a tutorial soon]. As well as extra costumes for Fox ala cBliss. :P


ASF1nk's BrawlEx Pack ([url]https://www.dropbox.com/s/99m4g1a3efh6xuo/ASF1nks%20BrawlEx%20Pack.rar[/url])

([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-6x-1.png[/url])
([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-8x-1.png[/url])
([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-10x-1.png[/url])
([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-11x-1.png[/url])




The pack comes with codes to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.

Code:
Result Camera Engine [ASF1nk]
80000000 80B29750
80000001 80586100
8A03FC01 00000000
049367D0 3CA08058
049367D8 38A56100
04936B24 3C808058
04936B2C 38846100
049367D4 380000FF

ResultCam Data for 3F [Roy][ASF1nk]
065864FC 00000014
0000003F 3F800000
40E00000 40C00000
40C00000 00000000

ResultCam Data for 40 [Cloud] [ASF1nk]
06586510 00000014
00000040 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 41 [Zero] [ASF1nk]
06586524 00000014
00000041 3F800000
40C00000 40F00000
40E00000 00000000

ResultCam Data for 42 [KidBuu] [ASF1nk]
06586538 00000014
00000042 3F866666
40C00000 40C00000
40400000 00000000

ResultCam Data for 43 [Deadpool] [ASF1nk]
0658654C 00000014
00000043 3F8A3D71
4114CCCD 4114CCCD
4114CCCD 00000000

ResultCam Data for 44 [Waluigi] [ASF1nk]
06586560 00000014
00000044 3F800000
3FC00000 40E00000
40800000 00000000

ResultCam Data for 45 [Wolverine] [ASF1nk]
06586574 00000014
00000045 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 46 [Shadow] [ASF1nk]
06586588 00000014
00000046 3F7851EC
40900000 40900000
40600000 00000000

ResultCam Data for XX [ASF1nk]
06586588 00000014
000000XX YYYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

XX = Character ID
YYYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000]
ZZZZZZZZ = 1st Winning animation float Value moves camera up/down.
VVVVVVVV = 2nd Winning animation float value moves camera up/down.
SSSSSSSS = 3rd Winning animation float value moves camera up/down.

Floating point to hex converter ([url]http://gregstoll.dyndns.org/~gregstoll/floattohex/[/url])

To add new Camera data codes for new clones, just copy and paste the last camera code you have and add 14 hex to the first word and edit the character ID and float values accordingly.

Ex. Making a Camera data slot for Character ID 47 you take the first word from slot 46 06586588 and add 0x14 to it. You end up with 658659C.

So the new slot should look like this:
ResultCam Data for 47 [ASF1nk]
0658659C 00000014
00000047 XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX 00000000

-------------------------------------------------------------------------------------------------
By the way for those of you wondering about cBliss, BrawlEx has it's own way of doing extra costumes so cBliss is not needed any more.

What you need to do is using the Config Utility edit the fighter.dat and check the boxes of the costumes you want.

If you take a look at the fox Fighter.dat in my pack under Colors, you can see I checked the boxes 6, 7, 8, 9.

([url]http://i105.photobucket.com/albums/m202/antjor_s38/Foxfighter10.png[/url])

You then need to open the CSSslot.dat on a hex editor and staring from offset 0x20 those are the costumes.
you need to add the color and the .pac number. before the '0C' terminator.

The format for the costumes is 2 bytes, 1st byte is the color and 2nd byte is the costume. Costume is the number you would use for your .pac.

No extra costumes
([url]http://i105.photobucket.com/albums/m202/antjor_s38/foxxx-2.png[/url])

4 extra costumes
([url]http://i105.photobucket.com/albums/m202/antjor_s38/foxxx1.png[/url])

Remember the 0C byte is what tells the game to stop reading the values so every costumes you add needs to go before the 0C.

Anyways, since I'm fairly knowledgeable on the subject, I'll help a little answering all of your questions. There is too much confusing in here right now.


EDIT: When I made the pack I was using BrawlEx v1.1.0.0 you should download BrawlEx v1.1.2.1 ([url]https://www.dropbox.com/s/td0tzjw2xjr6da4/BrawlEx%20v1.1.2.1.zip[/url]) and just grab the bx_fighter.rel from there and replace it in the module folder.




I don't know why, but i keep freezing before the css. :/


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 05, 2014, 11:40:19 AM
Also, anyone know yet a way to add soundbanks/voice packs?

I got Roy's working. Basically, you replace the sounds of one of the bosses with the ones you want the characters to use, and then assign those sounds to the characters via PSA. Project M's Roy already used Duon's sounds, so I used their Roy, replaced Duon's sounds with theirs using the RSBE code and assigned him Duon's soundbank in FighterConfig and it worked. You can assign him the sound bank in his FighterConfig. Duon's, for the record, is 13E. His .sawnd file is 325.

If you want to test it out, use these files for your Marth clone with Replacement Sound Bank Engine in your codes. If they're placed right, Roy will have his own voice.

https://www.dropbox.com/s/16g3fp5gs8ztnlj/Roy%20with%20Sounds.zip (https://www.dropbox.com/s/16g3fp5gs8ztnlj/Roy%20with%20Sounds.zip)


I don't know why, but i keep freezing before the css. :/

That's strange. The pack worked perfectly for me.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 11:45:56 AM
whew, morning everyone. with the information that phantom wings gave me i can get the css icon and names to work perfectly and i will probably upload a new video tutorial, replacing the old one i made.

i will also look into soundbanks and stuff..

for those of you having problems with the csp's, make sure that the csp is named your number+1

like 901

and that the css icon's and names are 091.

if it still freezes, check the Cosmetic Config and make sure your cosmetic ID mathces the Cosmetic ID that you made. in my case it was 90, which is 5A.

if your cosmetic slot was 91, then the csp would be 911, and the names and css icon would be 092

while the cosmetic config would be 5B.

my new tutorial will probably smooth things out, so anybody having problems might have them fixed once the newer tutorial is done


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 05, 2014, 12:15:37 PM
I got Roy's working. Basically, you replace the sounds of one of the bosses with the ones you want the characters to use, and then assign those sounds to the characters via PSA. Project M's Roy already used Duon's sounds, so I used their Roy, replaced Duon's sounds with theirs using the RSBE code and assigned him Duon's soundbank in FighterConfig and it worked. You can assign him the sound bank in his FighterConfig. Duon's, for the record, is 13E. His .sawnd file is 325.

Yeah that's kinda neat, but I already know about that. I'm talking about ADDING not REPLACING though, it's pretty limited just replacing because probably only like 1-3 characters would get a custom sound pack. I checked earlier though and it looks like BrawlBox V0.67b can add data to the smashbros_sound.brsar file, might we be able to actually add independent voice/sfx packs that way?

Post Merge: January 05, 2014, 12:19:46 PM
whew, morning everyone. with the information that phantom wings gave me i can get the css icon and names to work perfectly and i will probably upload a new video tutorial, replacing the old one i made.

i will also look into soundbanks and stuff..

my new tutorial will probably smooth things out, so anybody having problems might have them fixed once the newer tutorial is done

Yay, thank you for helping us all make this unexpected/EPIC clone engine more complete, once enough of the bugs are fixed, my interest will most certainly be piqued :D

Also, how are we going to make the game allow the max amount of slots that this mod allows?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 01:33:55 PM
I don't know why the game would not be able to have 100, I think the only limitation is the size of css icons, as only 50 can fit on the default css. I wonder...if its possible to add a second page of characters to the screen, that you could scroll to with c stick.......with heavy coding and modification it could in theory be possible.  The c stick already alters the view off the css, likely by changing the position of the camera in the scene. If someone could alter how the c-stick moved the camera, it could be possible to do something of the sort.

Though in reality, that's largely unnecessary. Just a cool thing to think about.

If brawlbox o.67b can in fact add data, I will look into adding new sound banks. If not..I may have to poke around with how the game loads sounds, maybe prototype some codes for the css for lulz...maybe..


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 05, 2014, 01:37:59 PM
There's probably another reason that the CSS's limit is 50. Maybe somewhere in the CSS code is organization data that only exists up to 50 slots.

Maybe Dolphin can shed light on it....?

Once again I won't bother until I find enough PSAs I like and/or worth playing to fill the slots up.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 01:44:57 PM
I'll look into it when I get home. He said 'the css can only handle up to 50, but there are codes around that' so I'm assuming its more then likely the size that becomes a problem


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 05, 2014, 01:47:53 PM
I won't bother until I find enough PSAs I like and/or worth playing to fill the slots up.

You might not need/want it, but I need it bad, and many others probably would love to have all those extra slots too.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 05, 2014, 01:49:47 PM
 are there even 100 "good" or truly playable and unique character PSA's on the vault?

over time maybe, but for now i don't think so. but i could be wrong. i do have some extreme standards.


Title: Re: The BrawlEx Clone Engine
Post by: SonicBrawler on January 05, 2014, 01:55:52 PM
guys

100 slots

know what that means?

atleast 80 slots just for shadow!


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 05, 2014, 01:57:10 PM
are there even 100 "good" or truly playable and unique character PSA's on the vault?

over time maybe, but for now i don't think so. but i could be wrong. i do have some extreme standards.

I'm not quite sure about 100, but there are quite a few of characters I want, and I have looked pretty thoroughly on kc-mm, so I could use well over 50 slots easy.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 05, 2014, 01:59:38 PM
guys

100 slots

know what that means?

atleast 80 slots just for shadow!

I forgot about the best character in all of the vault. how can i be so dense. did we all forget taht SSBB mean Super Shadow Be Best?

I'm not quite sure about 100, but there are quite a few of characters I want, and I have looked pretty thoroughly on kc-mm, so I could use well over 50 slots easy.

that is your opinion, and yeah i can see it. some people could want a ton of them, as others such as my self are more selective. well i always have been. since cloning and porting rels over other clones is always tricky. so over time i could like other movesets. i guess Ichigo,Roy,Sephiroth,Cloud,Young link, and many others can finally share in the awesomness that is brawl, instead of me replacing.

stilll..

Super Shadow Be Best.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 05, 2014, 02:00:36 PM
That Roy sfx pack did work,thanks for that.

Now if only I could have Project M's roy be balanced for vbrawl.Also when I tried to clone project M's mewtwo over Lucario it worked,but I was getting random T-poses


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 05, 2014, 02:02:28 PM
That Roy sfx pack did work,thanks for that.

Now if only I could have Project M's roy be balanced for vbrawl.

I use Thany's Decloned Roy.


This is off topic

should we make a thread somewhere that links to PSA's on the vault as an easy to find repository for said character that is currently clonable? i'll be the one to make it, if so where would i put it? Attack and Animations?


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 05, 2014, 02:09:26 PM
I tried adding Daisy and Young Link [which are clones of Peach and Link respectively, and yes I'm using the older Y. Link over Link hack] and when I load either one up and click on an SSS icon, the game sort of freezes. It doesn't beep and I can access the home menu and all that, but the match never loads. It just sits there like it's stuck looking for Daisy's files, like with the Expanded SSS code looking for a stage there's no .pac for. And it sucks too, I was really looking forward to having Daisy, Young Link and Rosalina along with ASF's pack.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 05, 2014, 02:13:42 PM
That Roy sfx pack did work,thanks for that.

Now if only I could have Project M&#039;s roy be balanced for vbrawl.Also when I tried to clone project M&#039;s mewtwo over Lucario it worked,but I was getting random T-poses
I get t-pose on jab and lack of Shadow Ball with him.


I use Thany's Decloned Roy.
The same, mostly, I just like P:M's for the sound effects.


This is off topic

should we make a thread somewhere that links to PSA's on the vault as an easy to find repository for said character that is currently clonable? i'll be the one to make it, if so where would i put it? Attack and Animations?

That's probably a good idea -

About the whole 100 characters thing - I doubt I could find that many quality ones to do. Perhaps I could find enough to fill my CSS if we could clone any character, but 'till then I'll just stick with the ones I'm working on now.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 02:26:51 PM
I don't know why the game would not be able to have 100, I think the only limitation is the size of css icons, as only 50 can fit on the default css. I wonder...if its possible to add a second page of characters to the screen, that you could scroll to with c stick.......with heavy coding and modification it could in theory be possible.  The c stick already alters the view off the css, likely by changing the position of the camera in the scene. If someone could alter how the c-stick moved the camera, it could be possible to do something of the sort.

Though in reality, that's largely unnecessary. Just a cool thing to think about.

If brawlbox o.67b can in fact add data, I will look into adding new sound banks. If not..I may have to poke around with how the game loads sounds, maybe prototype some codes for the css for lulz...maybe..

actually the file patch upgrade code 3.5.3 could give u double the characters, thus making it 100 characters.
its kinda like Alma's alternate code, but it doubles everything
music, css, characters, stages, etc.

Oh. It's morning. I should go to sleep now.

([url]http://i.imgur.com/lvum1KM.png[/url])
([url]http://i.imgur.com/CgIq02O.png[/url])

He actually does have name textures too, they're just black boxes at the moment, which makes them invisible. I haven't made a name for Bisharp yet, and that Mewtwo CSS icon is placeholder, but on a custom spot in the file.



Also, CSSSlotConfig. Offset 0x13. That's where the data to control the icon you see on the CSS (not the portraits with the different colors, but the icon you select the character with). If you followed Sammi's third tutorial, it would be one number above what you linked the portraits to in the Cosmetic file. His Pikachu's CSS portraits were linked to 5A (90), so he would need to use 5B for the actual icon, since it was named MenSelcharCharFace.091.



Wow, 4am. Goodnight people.


where would i edit it here
this is fox cssslot file

(http://i105.photobucket.com/albums/m202/antjor_s38/foxxx-2.png)


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 05, 2014, 02:29:44 PM
not sure if else has had this happen but some matches i play on battlefield start up without any music and when i go into the my music section and click on battlefield it freezes though this wasn't happening before i used any clones


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 02:30:53 PM
This is amazing! Does it only affect the added characters? And does it have any drawbacks?
no issues encountered yet
but if you dont set it up correctly you will get blank csp's

Post Merge: January 05, 2014, 02:32:58 PM
I've got a few questions ASK1ink, it's about your CSS... Joke being the CSS that you are making which is sexy

well how you added in the CSS stuff. i would like to have more than 8 characters have CSS/CSP related stuff. i've done Sammi's tutorial  for CSP. but you have names/icons/and CSP.

mind you i'm most likely going to cut back on space by having only one CSP icon being the 00 portrait and the 01 to 05 having a 02-06 number based thing. it saves on file space. usually the numbers are coloured. i did this for Cbliss when i had over 200 costumes loaded.

and uncloning a clone? making them truly dependant? isn't this going pretty fast? either way can't wait for you tutorials.  and maybe other CSS goodies in the far futer... yes i'm a harpy... sue me.
you know if you save all ur CSP'S in CMPR Format you save a lot of space, tremendous amount


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 02:34:43 PM
are there even 100 "good" or truly playable and unique character PSA's on the vault?

over time maybe, but for now i don't think so. but i could be wrong. i do have some extreme standards.

The main reason that i want to look into just how many slots is possible, is to have that information out in the open. Future projects like Project M or Minus may be able to make use of this information, and make a really really complete game :p

though i agree its hard to find good and fitting PSA's to fit into your roster. after the clone engine becomes complete and more popular im sure that people will make better PSA's



actually the file patch upgrade code 3.5.3 could give u double the characters, thus making it 100 characters.
its kinda like Alma's alternate code, but it doubles everything
music, css, characters, stages, etc.

Post Merge: January 05, 2014, 02:28:55 PM
where would i edit it here
this is fox cosmetic file

im not very familiar with the FP upgrade code, so i can't really say much about it.

 the header says CSSC, that pic is of fox's css slot config :o also, what are you trying to edit in his cosmetic?


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 02:36:35 PM
whew, morning everyone. with the information that phantom wings gave me i can get the css icon and names to work perfectly and i will probably upload a new video tutorial, replacing the old one i made.

i will also look into soundbanks and stuff..

for those of you having problems with the csp's, make sure that the csp is named your number+1

like 901

and that the css icon's and names are 091.

if it still freezes, check the Cosmetic Config and make sure your cosmetic ID mathces the Cosmetic ID that you made. in my case it was 90, which is 5A.

if your cosmetic slot was 91, then the csp would be 911, and the names and css icon would be 092

while the cosmetic config would be 5B.

my new tutorial will probably smooth things out, so anybody having problems might have them fixed once the newer tutorial is done
i dont know how having the css icons named correctly written will help if they dont show up in game without further editing the cosmetic file
i ll try again, but the freezes stopped for me when i named the files lower than 90


 the header says CSSC, that pic is of fox's css slot config :o also, what are you trying to edit in his cosmetic?

the css icon
kage ryu said it can be edited there


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 05, 2014, 02:43:17 PM
That Roy sfx pack did work,thanks for that.

Now if only I could have Project M's roy be balanced for vbrawl.Also when I tried to clone project M's mewtwo over Lucario it worked,but I was getting random T-poses
You must import the missing animations from LucarioMotionEtc into his MewtwoMotionEtc. Then he wont T-stance. If you want I can send you the motion I have?


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 05, 2014, 02:43:40 PM
actually the file patch upgrade code 3.5.3 could give u double the characters, thus making it 100 characters.
its kinda like Alma's alternate code, but it doubles everything
music, css, characters, stages, etc.

Yeah, but it's not all available at once with that kind of thing. Example: Shadow is in one set of files, but someone else in the other, you can't use both characters at the same time then >.>


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 02:46:22 PM
Yeah, but it's not all available at once with that kind of thing. Example: Shadow is in one set of files, but someone else in the other, you can't use both characters at the same time then >.>
actually yes you can
first you choose a character on the second roster
go to stages
activate the code
go back and you will have your new roster
(just dont "unchoose" ur first character or you would loose his established place in the game)
than choose your other character and go back to play
you will than have shadow from one rosters, vs a character from the other roster


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 05, 2014, 02:47:10 PM
Welp, finally managed to modify ASF's pack there to include Mewtwo instead of Buu, Lloyd instead of Wolverine and Master Chief instead of Deadpool.

Still looking for a solution to my Daisy/Y. Link issue. Like I said, it soft-freezes when I pick a stage while one of them is in a match. No beep, I can still open the home menu and all of that, but the match never starts. It's comparable to the extended stage pack, where it does the exact same thing when there's no .pac for the stage selected. Problem is, I'm not using the expansion and Daisy has every single file of hers. Same for Young Link.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 05, 2014, 02:53:56 PM
You must import the missing animations from LucarioMotionEtc into his MewtwoMotionEtc. Then he wont T-stance. If you want I can send you the motion I have?

Sure that would be great.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 02:59:02 PM
Don, .It was likely not freezing when using the lower numbers because it may have had the css icon and names for that cosmetic id already there.

When u create a new cosmetic ID the files all still need to be there and named correctly, otherwise the game will load sc_selcharacter incorrectly and freeze, because it will look for matching css icons and name images EVEN if they don't get used.

You CAN change the css icon through the cssslot config, but you need to set the edit level of the file to 1. Which requires a lot more configuring.

That's why switching a clones cosmetic with someone else's will change its icon. The entries in the css slot config for the cosmetic id don't get applied at all, unless specified. Its documented in the OP


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 05, 2014, 03:03:05 PM
Sure that would be great.
Let me know if it works. I currently .rel it over jigglypuff and had the same problems. So I filled in the missing animations and it works great.. If it works over a clone slot then we can port over both PM characters by filling in the missing animations.

http://www.mediafire.com/download/8nglj7692q49w5c/FitMewtwoMotionEtc.pac (http://www.mediafire.com/download/8nglj7692q49w5c/FitMewtwoMotionEtc.pac)


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 05, 2014, 03:20:17 PM
He doesn't T-pose,but he still cannot use his b move...


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 05, 2014, 03:30:47 PM
where would i edit it here
this is fox cssslot file

([url]http://i105.photobucket.com/albums/m202/antjor_s38/foxxx-2.png[/url])
First column, second row. Change this:

07FF0606

To whatever you named the CSS Slot Icon image. For example, if it is named MenSelchrChrFace.091, as per Sammi's tutorial, you would put 5B, which is 91 in hex. The end result would be this:

43535343 00000040 00000001 00000000
07FF065B 000019B2 CCCCCCCC 00000000
07000804 00010302 01030905 0C000000
00000000 00000000 00000000 00000000


You probably know this, but for the sake of others: Every portrait you add for the CSS, every name, and every slot icon (and also stock icons, but those don't seem to break anything if you don't add them), they must be added in the pf > menu2 > sc_selcharacter.pac file. This file overrides what is in system > common5.pac > sc_selcharacter_en.pac.



the header says CSSC, that pic is of fox&#039;s css slot config :o also, what are you trying to edit in his cosmetic?
The CSS Slot Icon (the image that you place you chip over when selecting a character) is modified in the CSSSlot.dat config, as well as the name. The individual portraits with that show up at the bottom of the select screen after one is selected is controlled by the Cosmetic.dat file.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 05, 2014, 03:46:47 PM
He doesn&#039;t T-pose,but he still cannot use his b move...
I can get him to only throw small shadow balls. I plan on making it work like Lucario in the future


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 05, 2014, 04:09:48 PM
Alright then.


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 05, 2014, 04:12:08 PM
The CSS Slot Icon (the image that you place you chip over when selecting a character) is modified in the CSSSlot.dat config, as well as the name. The individual portraits with that show up at the bottom of the select screen after one is selected is controlled by the Cosmetic.dat file.
Know what? It's not being consistent anymore. I may have done something else that fixed the Slot Icon problem and this was just something else I coincidentally changed, because if I change the edit level to 1, it pretty much hijacks the cosmetics--icon, portraits and all--of whatever I set the cosmetic slot byte to.

I'll have to make more clones or something and test it out more.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 04:18:41 PM
Know what? It's not being consistent anymore. I may have done something else that fixed the Slot Icon problem and this was just something else I coincidentally changed, because if I change the edit level to 1, it pretty much hijacks the cosmetics--icon, portraits and all--of whatever I set the cosmetic slot byte to.

I'll have to make more clones or something and test it out more.

if you set the the edit level to 1, change the entry at 0x10 to match the character id that you added to the css slot for the new clone. otherwise, it will just load the original files for the character that you clone

so for slot 3F change fox's 07 to 3F. that will make it load the character normally.


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 05, 2014, 04:31:32 PM


------------------------------------------------
By the way for those of you wondering about cBliss, BrawlEx has it's own way of doing extra costumes so cBliss is not needed any more.

What you need to do is using the Config Utility edit the fighter.dat and check the boxes of the costumes you want.

If you take a look at the fox Fighter.dat in my pack under Colors, you can see I checked the boxes 6, 7, 8, 9.

([url]http://i105.photobucket.com/albums/m202/antjor_s38/Foxfighter10.png[/url])

You then need to open the CSSslot.dat on a hex editor and staring from offset 0x20 those are the costumes.
you need to add the color and the .pac number. before the '0C' terminator.

The format for the costumes is 2 bytes, 1st byte is the color and 2nd byte is the costume. Costume is the number you would use for your .pac.

No extra costumes
([url]http://i105.photobucket.com/albums/m202/antjor_s38/foxxx-2.png[/url])

4 extra costumes
([url]http://i105.photobucket.com/albums/m202/antjor_s38/foxxx1.png[/url])

Remember the 0C byte is what tells the game to stop reading the values so every costumes you add needs to go before the 0C.

Anyways, since I'm fairly knowledgeable on the subject, I'll help a little answering all of your questions. There is too much confusing in here right now.


EDIT: When I made the pack I was using BrawlEx v1.1.0.0 you should download BrawlEx v1.1.2.1 ([url]https://www.dropbox.com/s/td0tzjw2xjr6da4/BrawlEx%20v1.1.2.1.zip[/url]) and just grab the bx_fighter.rel from there and replace it in the module folder.




ASF1nk, about exbrawl Cbliss, I know that CBLISS codes are not needed anymore but,  are you using the original CBLISS files? or did you moddified something?

more concrete.. did you used the Brawl Original sc_selcharacter.pack and just added extra fox portraits? why the extra fox portraits have palettes and the original portraits dont?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 05, 2014, 04:40:50 PM
First, could you look into my GCT to see what I need to get rid of or change in order to add those characters? I wanted to keep using my GCT, but I will download your pack.
Make that two.
Here are my codes that are in my game.
(BTW, I have the cBliss codes disabled in this copy-paste from my TXT. It shows up enabled, but I disabled it, trying to get my game to load)
Code:
RSBE01
Super Smash Bros. Brawl (U)

File Replacement 3.5.1
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000

File Patch Code v3.5.1b
* E0000000 80008000
* 225664EC 00000000
* 0401BFE0 4858BE20
* 065A7E00 00000070
* 38A00067 38810020
* 3CE0805A 60E37C18
* 4BE52531 38A0007F
* 3883FFE8 38610020
* 4BE52521 38A00068
* 60E47C18 38610020
* 9421FF80 BC410008
* 38610088 4BA74DB9
* 7C7C1B78 2C030000
* 4082000C 38210080
* 4800001C B8410008
* 38210080 4BE524E5
* 38610008 4BA742E1
* 7C7C1B78 4BA741E8
* 040223E0 48585BC0
* 065A7FA0 00000028
* 80010044 3C608001
* 6063581C 7C001800
* 4082000C 7FDDC850
* 3BDEFFE0 93DB0008
* 4BA7A424 00000000
* 0401CD0C 4858B1F4
* 065A7F00 00000038
* 2C030000 4182000C
* 4BA7DD51 4BA74E04
* 80780008 2C030000
* 41820014 8118000C
* 7C634214 7C7B1850
* 48000008 8078000C
* 4BA74DE0 00000000
* 043EE9D8 48000014
* 043EEBD4 48000014
* 043D8B9C 48000018
* 043E9B4C 38600000
* 043E9D38 38600000
* 043D8C80 60000000
* 80000000 80406920
* 80000001 805A7C00
* 8A001001 00000000
* 045A7C10 2F525342
* 045A7C14 452F7066
* 80000001 805A7B00
* 8A001001 00000000
* 065A7B10 0000000F
* 2F525342 452F7066
* 2F736F75 6E642F00
* 041C6CE0 483E0D20
* 065A7A00 00000028
* 9421FF80 BC410008
* 3C60805A 60637B1F
* 4BE52931 B8410008
* 38210080 4BE52995
* 4BC1F2C4 00000000
* 065A7900 00000078
* 9421FF80 7C0802A6
* 9001000C BC810010
* 9421FF00 7C872378
* 54B2BA7E 7CD33378
* 38800000 9081000C
* 90810010 90610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 7CE43B78
* 38A00080 4BE529F5
* 38610008 4BA752A1
* 60000000 80210000
* B8810010 8001000C
* 7C0803A6 80210000
* 4E800020 00000000
* 043E399C 481C3F04
* 065A78A0 00000010
* 80BC0020 7CA59214
* 3A400000 4BE3C0F4
* 043DBAEC 481CBDE4
* 065A78D0 00000018
* 800302A4 2C130000
* 41820008 7E609B78
* 3A600000 4BE3420C
* 041CDF7C 483D9884
* 065A7800 00000098
* 818C0014 9421FF80
* BC410008 60000000
* 60000000 60000000
* 60000000 7C882378
* 3C60804D 60630000
* 3C80805A 60847B00
* 7CC53378 38C04200
* 80E40080 2C070000
* 40820014 60000000
* 480000B9 2C030000
* 41820010 B8410008
* 80210000 4BC26724
* 70A501FF 3868FFFF
* 3C80804C 6084FFFF
* 7C842A14 38A04001
* 38A5FFFF 8C040001
* 9C030001 2C050000
* 4082FFF0 B8410008
* 80210000 4BC2670C
* 141CCF90 483DA770
* 065A7700 00000048
* 9421FF80 BC410008
* 7FE3FB78 3C80805A
* 60847B00 38A00000
* 38C04000 480001E5
* 90640080 807F0008
* 907A0014 907A005C
* 907A0074 B8410008
* 80210000 807F0000
* 4BC25854 00000000
* E0000000 80008000

Replacement SoundBank Engine v1.20 [InternetExplorer, Dantarion]
* 80000000 80406920
* 80000001 805A7D18
* 045A7D00 805A7D18
* 8A001001 00000000
* 065A7D28 00000015
* 2F525342 452F7066
* 2F736678 2F25642E
* 7361776E 64000000
* 045A7D10 919B6600
* C21C8370 0000003C
* 9421FF80 BC610008
* 3C60805A 60637000
* 94230008 7C611B78
* 3B5A0007 3C60805A
* 60637D00 9343FFE0
* 38800000 9081000C
* 90810010 93610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 3C80805A
* 60847D18 7F45D378
* 3D80803F 618C89FC
* 7D8903A6 4E800421
* 38810020 7F63DB78
* 38A00000 38C00000
* 3D80805A 618C7900
* 7D8903A6 4E800421
* 2C030000 40820114
* 3C60805A 60637D00
* 8081FE90 9083FFD0
* 7F64DB78 3884FFFD
* 3CC05257 60C65344
* 38840004 81240000
* 7C093000 4082FFF4
* 7C9B2050 9083FFC0
* 3D2090E6 61290F10
* 81290000 7D244B78
* 7C862378 38C60008
* 80A4002C 7C842A14
* 38840008 3CE0805A
* 60E77D00 8167FFE0
* 38840008 80A40000
* 7CA53214 80E50000
* 7C075800 4082FFEC
* 7D244B78 80C50024
* 7CA43214 38A50008
* 80E50000 38A50008
* 7F63DB78 38630009
* 80C50000 7CC43214
* 38E7FFFF 81430000
* 91460008 81430004
* 91460014 81430008
* 91460018 3863000C
* 38A50008 2C070000
* 4181FFD0 3C60805A
* 60637D00 8083FFD0
* 80A3FFC0 7C852050
* 7F66DB78 7CE62A14
* 89070000 99060000
* 38C60001 38E70001
* 3884FFFF 2C040000
* 4181FFE8 38600000
* 2C030000 3CA0805A
* 60A57D00 9065FFF0
* 3C20805A 60217000
* 80210008 B8610008
* 38210080 7D8903A6
* 4182000C 4E800421
* 48000008 7CE33B78
* 60000000 00000000
* C21C8658 00000007
* 3E00805A 62107D00
* 8230FFF0 2C110000
* 40820010 7CE33B78
* 3B200000 41820014
* 4E800421 3A400001
* 9250FFF0 60000000
* 60000000 00000000
.sawnd files go in X:/private/wii/app/RSBE/pf/sfx

Custom Victory Themes v1.2 [Dantarion], with corresponding new IDs for each theme [Also Dantarion]
* 064088C0 000000B8
* 00003000 00003001
* 00003002 00003003
* 00003004 00003005
* 00003006 00003007
* 00003008 00003009
* 0000300A 0000300B
* 0000300C 0000300D
* 0000300E 0000300F
* 00003010 00003011
* 00003012 00003013
* 00003014 00003015
* 00003016 00003017
* 00003018 00003019
* 0000301A 0000301B
* 0000301C 0000301D
* 0000301E 0000301F
* 00003020 00003021
* 00003022 00003023
* 00003024 00003025
* 00003026 00003027
* 00003028 00003029
* 0000302A 0000302B
* 0000302C 0000302D
* 00003000 00003001 //Mario, DK
* 00003002 00003003 //Link, Samus
* 00003004 00003005 //ZSS, Yoshi
* 00003006 00003007 //Kirby, Fox
* 00003008 00003009 //Pikachu,Luigi
* 0000300A 0000300B //Falcon,Ness
* 0000300C 0000300D //Koopa,Peach
* 0000300E 0000300F //Zelda,Shiek
* 00003010 00003011 //IC's,Popo
* 00003012 00003013 //Nana,Marth
* 00003014 00003015 //G&W,Falco
* 00003016 00003017 //Ganon,Wario
* 00003018 00003019 //Meta,Pit
* 0000301A 0000301B //Olimar,Lucas
* 0000301C 0000301D //Diddy,Charizard
* 0000301E 0000301F //Charizard(Independant),Ivy
* 00003020 00003021 //Ivy(Independant),Squirt
* 00003022 00003023 //Squirt(Independant),D3
* 00003024 00003025 //Lucario,Ike
* 00003026 00003027 //ROB, Jiggs
* 00003028 00003029 //Toon Link, Wolf
* 0000302A 0000302B //Snake, Sonic
* 0000302C 0000302D //Giga, Warioman

CSS/SSS Codes

Disable Custom Stages
* 046B841C 48000040

Stage Roster Expansion System v2.0 [Phantom Wings]
* E0000000 80008000
* 04043B20 380000FF
* 04043B40 1C060018
* 04043B58 38840018
* 04949C8C 3884B460
* 04949D10 3884B460
* 04949E20 3884B460
* 04949EFC 3884B460
* C294A588 00000003
* A063001A 2C030040
* 41800008 38600000
* 60000000 00000000
* C294A1D0 00000003
* 7C7D1B78 2C03FFFF
* 40820008 3FA0003F
* 60000000 00000000
* 04015564 48000010
* 2042AEB0 00000041
* 0442AEB0 00000000
* 80000000 8042AEB0
* 80000001 8042AEB0
* 60000030 00000000
* 8A001801 00000000
* 86000000 00000024
* 86000001 00000018
* 62000000 00000000
* 0042B348 024B0000
* 0442B348 00000040
* 0642B34C 00000010
* 73745F63 7573746F
* 6D00002E 72656C00
* 80000000 8042BC18
* 80000001 8042B460
* 8A010001 00000000
* 0442B560 8042BC14
* 0042BC18 010F0000
* 0642BC14 00000008
* 43757374 6F6D0000
* E0000000 80008000
* 04043B34 483E783C
* 0642B370 00000050
* 2C060031 4080000C
* 80040000 48000040
* 3806000F 7C030000
* 40820030 3866FFD0
* 38C4000F 38860001
* 3CA08042 60A5B450
* 38E00000 7E6802A6
* 4BFCB811 7E6803A6
* 38C00031 4BC1878C
* 3884FFE8 4BC1877C
* 04949C88 4BAE1749
* 04949D0C 4BAE16C5
* 04949E1C 4BAE15B5
* 04949F08 4BAE14C9
* 0642B3D0 00000060
* 9421FF80 BC610010
* 7C6802A6 9061000C
* 2C000040 41800030
* 7C030378 3863FFC1
* 3CC08042 60C6BC1C
* 38860001 3CA08042
* 60A5B450 38E00000
* 39200000 4BFCB7AD
* 38000040 540013BA
* 8061000C 7C6803A6
* B8610010 80210000
* 4E800020 00000000
* 0042B455 00000078
* 0442B45C 00000002

Eternal Yoshi's Maxed Out SSS
* 046B8F5C 7C802378
* 046B8F64 7C6300AE
* 040AF618 5460083C
* 040AF68C 38840002
* 040AF6AC 5463083C
* 040AF6C0 88030001
* 040AF6E8 3860FFFF
* 040AF59C 3860000C
* 060B91C8 00000018
* BFA10014 7CDF3378
* 7CBE2B78 7C7D1B78
* 2D05FFFF 418A0014
* 006B929C 00000027
* 066B99D8 00000027
* 00010203 04050908
* 0A0B0C0D 0E0F1114
* 151A1917 06131D1B
* 1C1F2021 22252423
* 27280710 12161800
* 006B92A4 00000027
* 066B9A58 00000027
* 1E262A2B 2C2D2E2F
* 30313233 34353637
* 38393A3B 3C3D3E3F
* 40414243 44454647
* 48494A4B 4C4D4E00
* 06407AAC 000000A0
* 01010202 03030404
* 05050606 07070808
* 0909330A 0B0B0C0C
* 0D0D0E0E 130F1410
* 15111612 17131814
* 19151C16 1D171E18
* 1F19201A 211B221C
* 231D241E 251F2932
* 2A332B34 2C352D36
* 2F373038 3139323A
* 2E3BFFFF 40204121
* 42224323 44244525
* 46264727 48284929
* 4A2A4B2B 4C2C4D2D
* 4E2E4F2F 50305131
* 523D533E 543F5540
* 56415742 58435944
* 5A455B46 5C475D48
* 5E495F4A 604B614C
* 624D634E 644F0000

CSE v2.5 [Dantarion]
* 041C72DC 38600002
* C21C805C 00000004
* 3C60801C 606380A8
* 7C6803A6 3C60901A
* 60633000 4E800020
* 60000000 00000000
* C21C7C38 00000002
* 3C60901A 60633000
* 60000000 00000000
* C21C73D8 00000003
* 3C60901A 60633000
* 93C30000 93C30004
* 60000000 00000000
* 4A000000 90000000
* 161A3008 00000028
* 00000006 01000000
* 000C834C 50400200
* 01020000 000C8340
* 00000000 00000000
* 00000000 00000000
* 161A2FC8 0000000C
* 000CDE3C 01000000
* 7366782F 00000000
* 161A2FDC 00000008
* 2E627273 746D0000
* 161A2F90 00000016
* 2F736F75 6E642F73
* 74726D2F 3030302E
* 62727374 6D000000
* C21C7D00 00000012
* 3FC0901A 63DE2FD4
* B3220002 38600000
* 3B200000 7F8218AE
* 739C00F0 579CE13E
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 3B390001
* 7F8218AE 739C000F
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 38630001
* 3B390001 2C030004
* 4082FFB4 3BDEFFFC
* 801EFFF8 901D0000
* 801EFFFC 901D0004
* 93DD0008 38600001
* 38000000 901D000C
* 60000000 00000000
* C21C6CE8 00000007
* 3CC08000 60C63140
* A0C60000 2C060025
* 4182001C 3CC0901A
* 60C62FE2 7C043000
* 4082000C 3F60901A
* 637B2F90 819D0000
* 60000000 00000000

cBliss 1.5 (Original Codes)

Characters have 10 Costumes [All Chars][ASF1nk]
06AD817c 00000070
13FF13FF 13FF33FF
13FF13FF 13FF13FF
13FF13FF 13FF33FF
33FF13FF 13FF13FF
13FF13FF 13FF13FF
13FF1FFF 13FF13FF
13FF13FF 13FF33FF
13FF13FF 13FF13FF
13FF13FF 13FF13FF
000013FF 00000000
000013FF 00000000
13FF0000 13FF13FF
00000000 00000000
00000000 13FF0000

Costume Color offset FIX [ASF1nk]
06455334 0000001C
05000001 03020103
08040205 02060007
03080109 0C000000
00000000 00000000

New Wario's own Costume offset [12 Costumes] [ASF1nk]
07200d34 0000001C
05000001 03020103
08040205 02060007
03080109 070A090B
0C000000 00000000

All Roster has Costume Offset FIX. v2 [ASF1nk]
04455460 80455334
04455470 80455334
04455480 80455334
04455490 80455334
044554A0 80455334
044554B0 80455334
044554C0 80455334
044554D0 80455334
044554E0 80455334
044554F0 80455334
04455500 80455334
04455510 80455334
04455520 80455334
04455530 80455334
04455540 80455334
04455550 80455334
04455560 80455334
04455570 80455334
04455580 80455334
04455590 80455334
044555A0 80455334
044555B0 81200d34
044555C0 80455334
044555D0 80455334
044555E0 80455334
044555F0 80455334
04455600 80455334
04455610 80455334
04455620 80455334
04455630 80455334
04455640 80455334
04455650 80455334
04455660 80455334
04455670 80455334
04455680 80455334
04455690 80455334
044556A0 80455334
044556B0 80455334
044556C0 80455334
044556D0 80455334

cBliss 1.5 (Fixed by Mewtwo2000)

Characters have 10 Costumes [All Chars+] [Mewtwo2000, ASF1nk]
* 06AD817C 00000070
* 13FF13FF 13FF33FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF33FF
* 33FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF1FFF 13FF13FF
* 13FF13FF 13FF33FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF

Costume Color offset FIX v2 [ASF1nk, Mewtwo2000]
* 0645531C 00000018
* 05000001 03020103
* 08040205 02060007
* 03080109 0C000000

New Wario's own Costume offset v2 [12 Costumes] [ASF1nk, Mewtwo2000]
* 06455334 0000001C
* 05000001 03020103
* 08040205 02060007
* 03080109 070A090B
* 0C000000 00000000

All Roster has Costume Offset FIX. v3 [ASF1nk, Mewtwo2000]
* 04455460 8045531C
* 04455470 8045531C
* 04455480 8045531C
* 04455490 8045531C
* 044554A0 8045531C
* 044554B0 8045531C
* 044554C0 8045531C
* 044554D0 8045531C
* 044554E0 8045531C
* 044554F0 8045531C
* 04455500 8045531C
* 04455510 8045531C
* 04455520 8045531C
* 04455530 8045531C
* 04455540 8045531C
* 04455550 8045531C
* 04455560 8045531C
* 04455570 8045531C
* 04455580 8045531C
* 04455590 8045531C
* 044555A0 8045531C
* 044555B0 80455334
* 044555C0 8045531C
* 044555D0 8045531C
* 044555E0 8045531C
* 044555F0 8045531C
* 04455600 8045531C
* 04455610 8045531C
* 04455620 8045531C
* 04455630 8045531C
* 04455640 8045531C
* 04455650 8045531C
* 04455660 8045531C
* 04455670 8045531C
* 04455680 8045531C
* 04455690 8045531C
* 044556A0 8045531C
* 044556B0 8045531C
* 044556C0 8045531C
* 044556D0 8045531C

Volume Increase Codes

Global Song Volume Mod [standardtoaster, Magus]
041CA05C 38800055

Battle in the Base
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002739
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Battlefield v2
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002711
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AA11
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AA11
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AA1D
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AA1D
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AA19
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AA19
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AAAA
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AAAA
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Great Temple / Temple
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002735
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Ice Climber
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 000027C9
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Kid Icarus Original Medley
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 000027C2
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Menu 2
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 000026FB
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Pokémon Gym / Evolution
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002771
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Tal Tal Heights
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002739
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Temple (Melee)
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002816
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Song Volume [standardtoaster, Magus]
C21C744C 00000006
3D80901C 618C3FFC
A7AC0004 2C1D7FFF
41820014 7C1DF000
4082FFF0 A00C0002
48000008 88030014
60000000 00000000
4A000000 90000000
161C4000 0000007C
26FB0050 27FF0050
28000050 28010050
28020050 28030050
28040050 28050050
28060050 28070050
28080050 28090050
280a0050 280b0050
280c0050 280d0050
28100050 28110050
28120050 28130050
28140050 28150050
28160050 28170050
28180050 28190050
281A0050 281B0050
281c0050 281d0050
7FFF0000 00000000
Changes volume of all Melee songs to 80 except Fire Emblem (Melee) [which is already at 80]

Character Codes

Lucas has no tether
* 04B0B81C 00000000

Jigglypuff System Name Change v2 [ASF1nk] ("Jigglypuff" -> "Mewtwo")
* 044565F0 817CEC48
* 077CEC48 00000018
* 4D657774 776F0000
* 00000000 00000000
* 00000000 00000000

Lucas System Name Change v2 [ASF1nk] ("Lucas" -> "Scott Pilgrim")
* 044565C8 817BC258
* 077BC258 00000018
* 53636F74 74205069
* 6C677269 6D000000
* 00000000 00000000

Ness System Name Change v2 [ASF1nk] ("Ness" -> "Megaman")
* 0445658C 817CE9F0
* 077CE9F0 00000018
* 4D656761 6D616E00
* 00000000 00000000
* 00000000 00000000

Yoshi System Name Change v2 [ASF1nk] ("Yoshi" -> "Roy")
* 044565C8 817CEB58
* 077CEB58 00000018
* 526F7900 00000000
* 00000000 00000000
* 00000000 00000000

Stage Codes

STGCUSTOM01 uses Final Destination (Melee)
* 28708ceb 00000040
* 4A000000 90180F06
* 14000076 FF002817
* E0000000 80008000
Neo Final Destination (Melee)

STGCUSTOM02 uses Custom Slot AA19
* 28708ceb 00000041
* 4A000000 90180F06
* 14000076 FF00AA19
* E0000000 80008000
Grunty's Tower Top (M2000)

STGCUSTOM03 uses Custom Slot AA18
* 28708ceb 00000042
* 4A000000 90180F06
* 14000076 FF00AA18
* E0000000 80008000
DK64 Battle Arena

STGCUSTOM04 uses Custom Slot AA17
* 28708ceb 00000043
* 4A000000 90180F06
* 14000076 FF00AA17
* E0000000 80008000
Facility

STGCUSTOM05 uses Custom Slot AA16
* 28708ceb 00000044
* 4A000000 90180F06
* 14000076 FF00AA16
* E0000000 80008000
Perfect Chaos Fight

STGCUSTOM06 uses Custom Slot AA15
* 28708ceb 00000045
* 4A000000 90180F06
* 14000076 FF00AA15
* E0000000 80008000
Skyloft

STGCUSTOM07 uses Custom Song AA1C
* 28708ceb 00000046
* 4A000000 90180F06
* 14000076 FF00AA1C
* E0000000 80008000
Metal Mario Battle (M2000)

STGCUSTOM08 uses Custom Slot AAAF
* 28708ceb 00000047
* 4A000000 90180F06
* 14000076 FF00AAAF
* E0000000 80008000
Final Bowser Battle (Paper Mario) (BP)

STGCUSTOM09 uses Custom Slot AA12
* 28708ceb 00000048
* 4A000000 90180F06
* 14000076 FF00AA12
* E0000000 80008000
Final Fantasy XIII: Orphan's Cradle

STGCUSTOM0A uses Custom Slot AAAC
* 28708ceb 00000049
* 4A000000 90180F06
* 14000076 FF00AAAC
* E0000000 80008000
Vs. Bowser (Mario 64)

STGCUSTOM0B uses Custom Slot AA14
* 28708ceb 0000004A
* 4A000000 90180F06
* 14000076 FF00AA14
* E0000000 80008000
Dreamland 64

STGCUSTOM0C uses Custom Slot AA13
* 28708ceb 0000004B
* 4A000000 90180F06
* 14000076 FF00AA13
* E0000000 80008000
Battlefield (Melee import)

STGCUSTOM0D uses Custom Slot FFFD
* 28708ceb 0000004C
* 4A000000 90180F06
* 14000076 FF00FFFD
* E0000000 80008000
Final Destination 64

STGCUSTOM0E uses Custom Slot AA11
* 28708ceb 0000004D
* 4A000000 90180F06
* 14000076 FF00AA11
* E0000000 80008000
Gesellschaft

STGCUSTOM0F uses Custom Slot FFFE
* 28708ceb 0000004E
* 4A000000 90180F06
* 14000076 FF00FFFE
* E0000000 80008000
Orbital Ring Systems Cargo Bay (DSX8 import)

STGCUSTOM10 uses Custom Slot AA10
* 28708ceb 0000004F
* 4A000000 90180F06
* 14000076 FF00AA10
* E0000000 80008000
Yoshi's Island 64 (Melee BG)

STGCUSTOM11 uses Custom Slot FFFF
* 28708ceb 00000050
* 4A000000 90180F06
* 14000076 FF00FFFF
* E0000000 80008000
Banjo-Kazooie: Grunty's Lair

STGCUSTOM12 uses Custom Slot AA1D
* 28708ceb 00000051
* 4A000000 90180F06
* 14000076 FF00AA1D
* E0000000 80008000
Dark Bowser Battle v2 (SMF1)

STGCUSTOM13 uses Custom Slot AA1B
* 28708ceb 00000052
* 4A000000 90180F06
* 14000076 FF00AA1B
* E0000000 80008000
SSB4 Boxing Ring

STGCUSTOM14 uses Custom Slot AAAD
* 28708ceb 00000053
* 4A000000 90180F06
* 14000076 FF00AAAD
* E0000000 80008000
Mystic Mansion

STGCUSTOM15 uses Custom Slot AADE
* 28708ceb 00000054
* 4A000000 90180F06
* 14000076 FF00AADE
* E0000000 80008000
What is Love?: Mario Villians

STGCUSTOM16 uses Custom Slot AAAE
* 28708ceb 00000055
* 4A000000 90180F06
* 14000076 FF00AAAE
* E0000000 80008000
Aquarium Park v2

STGCUSTOM17 uses Custom Slot AA1A
* 28708ceb 00000056
* 4A000000 90180F06
* 14000076 FF00AA1A
* E0000000 80008000
Osohe Castle (BP)

STGCUSTOM18 uses Custom Slot AA1C
* 28708ceb 00000057
* 4A000000 90180F06
* 14000076 FF00AA1C
* E0000000 80008000
Yanmato's Arc (DSX8 import)

STGCUSTOM19 uses Coin Launcher
* 28708ceb 00000058
* 4A000000 90180F06
* 14000076 FF00270D
* E0000000 80008000
Melee: Snag the Trophies

STGCUSTOM1A uses Custom Slot AA1E
* 28708ceb 00000059
* 4A000000 90180F06
* 14000076 FF00AA1E
* E0000000 80008000
Hidden Oasis

STGCUSTOM1B uses Custom Slot AA1F
* 28708ceb 0000005A
* 4A000000 90180F06
* 14000076 FF00AA1F
* E0000000 80008000
Bowser's Keep

STGCUSTOM1C uses Custom Slot AA1F
* 28708ceb 0000005B
* 4A000000 90180F06
* 14000076 FF00AA20
* E0000000 80008000
KC:MM Club (Platforms)

STGCUSTOM1D uses Main Theme (New Super Mario Bros.)
* 28708ceb 0000005C
* 4A000000 90180F06
* 14000076 FF00271B
* E0000000 80008000
Mushroom Mix

Menu/In-Game codes

ASF1nk's Custom CSS V2  [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 0000002F
00010203 06070811
12091A0E 17161320
21260D05 14101F25
1B0B270C 15242218
0A231929 0F045D5E
5C4A4E40 464c5500

Custom CSS V3 [spunit262] (Default CSS+ExChars3F&40)
* 0668310C 00000030
* 387E006C 3B600000
* 3C808068 38840DE0
* 7CBB20AE 7CA50775
* 41800014 94A30004
* 3B7B0001 2C1B0032
* 4180FFE8 48000038
* 04690338 48000068
* 066900D8 00000008
* 2C170028 41820168
* 02680DE0 0022FFFF
* 06680DE0 00000026
* 00010203 06070811
* 12091A0E 1716131B
* 21260D05 14101F25
* 200B270C 15242218
* 0A23193F 40290000
Adds Ex Character slots 3F and 40 to use with BrawlEX.

Custom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090D0C 0515011A
0A071325 1002240E
0F140616 1F170304
0B190823 201B5D5E
5C112118 22122627

CSS Fix [Phantom Wings]
046A0C68 C2000000
0469DC18 40820030
0469DC40 2C030000
04689E88 60000000

CSS fixes for Samus/ZSS and Zelda/Shiek V2.1 [spunit262]
04693D50 38800004
06693D6C 00000008
38000000 3880000F
046900E8 60000000
04697F58 60000000
04697EEC 60000000

Regular Zelda Icon (CSS) [spunit262]
046900E8 60000000

Independent Pokemon Engine +no wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

CSS fixes for Giga and Company V2 [spunit262]
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Giga and Company Engine V2 [spunit262]
C2684964 00000013
881400B8 2C00003F
41A00088 2C030010
40A20008 38600011
2C030026 40A20008
38600012 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
2C03000C 40A20008
3860002C 2C030017
40A20008 3860002D
2C03000A 40A20008
3860002E 2C03000E
40A20008 3860002F
2C030000 40A20008
38600030 2C030006
40A20008 38600031
987400B8 00000000
Needs "Alloys don't crash and Others don't wreck My Music V2" for safety.

Alloys don't crash and Others don't wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2815524 0000000D
7C641B78 2C030011
4182000C 2C030012
40A20008 38600010
2C03002C 40A20008
3860000C 2C03002D
40A20008 38600017
2C03002E 40A20008
3860000A 2C03002F
40A20008 3860000E
2C030030 40A20008
38600000 2C030031
40A20008 38600006
4E800020 00000000
C29472D8 00000003
2C04002E 4180000C
90810058 38000000
9801005D 00000000

Alloy Victory/[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img] Poses
0477F8EC 60000000

Char ID fix 2.1 [spunit262, The Paprika Killer]
C28152E4 00000006
819E003C 907EFFFC
80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000

Warioman Fix
4A000000 90180F3A
38000000 00000028
4A000000 90180FB8
60000006 00000000
38000000 00002D00
10000000 00000017
38000001 00002D01
10000000 00000017
E2000001 00000000
4A100000 0000005C
62000000 00000000
E0000001 80008000

1 Player Matches
* 0468D420 2C060001

0 Player Matches
* 0468D420 2C060000

1P Team Matches
0468D534 38600000

Train Alone
4A000000 90180B44
38000000 00FF0A00
10000000 0000000B

Unrestricted Camera
* 040A7D60 4E800020
* 04109D88 38800001

(M) Inf. Jumps
C283CAA0 00000004
807900D8 80A30064
80A50020 80A5000C
A8850002 5484103E
7CA2212E 00000000

P1 Inf. Jumps
48000000 805A9320
DE000000 80008180
14000004 00000001
E0000000 80008000

P2 Inf. Jumps
48000000 805A9324
DE000000 80008180
14000004 00000001
E0000000 80008000

P3 Inf. Jumps
48000000 805A9328
DE000000 80008180
14000004 00000001
E0000000 80008000

Inf. Up+B
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0010 40820008
3B80000F 60000000
939E0038 00000000
This one will only affect the players (not the items, assist trophies,
pokemon, bosses, or SSE Enemies).

Generalized Super Code
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 0000007C
58010000 0000002C
58010000 00000004
10000020 00000080
10000034 00000080
10000048 00000080
1000005C 00000080
10000070 00000080
100000D4 00000080
100000E8 00000080
100000FC 00000080
10000110 00000080
10000124 00000080
10000138 00000080
10000174 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Allows you to chain together any attack - Be careful not to mash
buttons, or you'll override the attack before it can land a blow...
CPU's fail.

Master Extreme Code
80000000 80623320
80000001 00000000
60000006 00000000
80000002 806212BC
4A001000 00000000
36000024 00000007
92210003 00000024
86100003 000001C4
88000002 00000003
4A001002 00000000
92210002 00000000
4A001002 00000000
DE000000 80008180
92210003 00000010
92210004 00000014
86A00003 40800000
86A00004 40800000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
58010000 00000018
92210005 0000000C
88900005 00000003
94210005 0000000C
92210005 00000010
88900005 00000004
94210005 00000010
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Allow Replays more than 3 Min
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Disable Character Intros
4A000000 8077F908
D2000000 00000003
2C1e010E 40820008
3BC00000 60000000
93DD0038 00000000

No Sandbag
* 4A000000 8098D528
* D2000000 00000003
* 2C060031 40820008
* 38C0003B 60000000
* 90DD08C0 00000000

Pick Any Color You Want
* 0469A2B4 60000000
* 0469A3C4 60000000
* 04696FD4 60000000
* 04684E84 60000000

No Tripping
* 0481CB34 C0220020
* 045A9340 00000000

Base Codes

Increase individual .brstm volume
2A4955C2 00002000
4A000000 D0000000
38180F7E 0000MMMM
143494D8 43000000
E0000000 80008000
07305800 00000118
7CE94214 EC200132
FC001040 EC030032
7FDCF378 818DA704
2C030000 48000018
3B9C0004 4E800421
83A10014 93E1001C
4BFB51DD 901F01B8
7C030378 2C030000
4BF1E749 38A00000
88050004 5404043E
38E00000 2C070000
41810014 54C6402E
4CC63182 93A10014
38600002 54000FFF
88990000 6884000E
5400063E 7C001B78
4180FFCC 3BC30034
FC400890 C0428068
EC422028 EC802028
EC632028 38610010
1C040014 4E800020
5463063E 93C10008
93E1000C 7CA40214
80010014 38A00000
93FE00AC 7FC3F378
2C030000 483D0D9D
90810008 38C001E0
98030350 7C7E1B78
7C7B1B78 38800001
900DBC3C EC20082A
FC000A10 EC001028
A0030000 E0650000
7CA50214 B0010008
D0010090 D001008C
60000000 00000000
<!--[!include:Where MMMM is, put the four digit hex value for a song.]-->

Where MMMM is, put the four digit hex value for a song.
26F9 Super Smash Bros. Brawl Main Theme
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FE: {Classic clear score screen (after Master Hand)} [NAMELESS]
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 "ENDING" {silent} [NAMELESS]
2707 All-Star Rest Area
2708 Home-Run Contest
2709 Cruel Brawl
270A Boss Battle
270B Trophy Gallery
270C Sticker Album / Album / Chronicle
270D Coin Launcher
270E: {Classic clear, trophy on table, non-looping} [NAMELESS]
270F Stage Builder
2710: {silent} [NAMELESS]
2711: Battlefield Ver. 2
2712 Target Smash!!
2713 Credits
2714 Ground Theme (Super Mario Bros.)
2715 Underground Theme (Super Mario Bros.)
2716 Underwater Theme (Super Mario Bros.)
2717 Underground Theme (Super Mario Land)
2718 Airship Theme (Super Mario Bros. 3)
2719 Castle / Boss Fortress (Super Mario World / SMB 3)
271A Title / Ending (Super Mario World)
271B Main Theme (New Super Mario Bros.)
271C Luigi's Mansion Theme
271D Gritzy Desert
271E "MLRPG02" {silent} [NAMELESS]
271F "MORINOKINOKO" {silent} [NAMELESS]
2720 Delfino Plaza
2721 Ricco Harbor
2722 Main Theme (Super Mario 64)
2723 Ground Theme 2 (Super Mario Bros.)
2724 Mario Bros.
2725 Mario Circuit
2726 Luigi Circuit
2727 Waluigi Pinball
2728 Rainbow Road
2729 Jungle Level Ver.2
272A The Map Page / Bonus Level
272B Opening (Donkey Kong)
272C Donkey Kong
272D King K.Rool / Ship Deck 2
272E Bramble Blast
272F Battle for Storm Hill
2730 Jungle Level
2731 25m BGM
2732 DK Jungle 1 Theme (Barrel Blast)
2733 Title (The Legend of Zelda)
2734 Main Theme (The Legend of Zelda)
2735 Great Temple / Temple
2736 The Dark World
2737 Hidden Mountain & Forest
2738 "KAZENOSAKANA" {silent} [NAMELESS]
2739 Tal Tal Heights
273A Hyrule Field Theme
273B Ocarina of Time Medley
273C Song of Storms
273D Molgera Battle
273E Village of the Blue Maiden
273F Gerudo Valley
2740 Termina Field
2741 Dragon Roost Island
2742 The Great Sea
2743 Main Theme (Twilight Princess)
2744 The Hidden Village
2745 Midna's Lament
2746 Main Theme (Metroid)
2747 Norfair
2748 Ending (Metroid)
2749 Vs. Ridley
274A Theme of Samus Aran, Space Warrior
274B Sector 1
274C Opening / Menu (Metroid Prime)
274D Vs. Parasite Queen
274E Vs. Meta Ridley
274F Multiplayer (Metroid Prime 2)
2750 Ending (Yoshi's Story)
2751 Obstacle Course
2752 Yoshi's Island
2753 "[censored]IE" {silent} [NAMELESS]
2754 Flower Field
2755 Wildlands
2756 "ATHLETIC2" {Obstacle Course (2751) clone?} [NAMELESS]
2757 The Legendary Air Ride Machine
2758 King Dedede's Theme
2759 Boss Theme Medley
275A Butter Building
275B Gourmet Race
275C Meta Knight's Revenge
275D Vs. Marx
275E 02 Battle
275F Forest / Nature Area
2760 Checker Knights
2761 Frozen Hillside
2762 Squeak Squad Theme
2763 Main Theme (Star Fox)
2764 Corneria
2765 Main Theme (Star Fox 64)
2766 Area 6
2767 Star Wolf
2768 "COMMAND" {silent} [NAMELESS]
2769 Space Battleground
276A Break Through the Ice
276B Star Wolf (Star Fox: Assault)
276C Space Armada
276D Area 6 Ver. 2
276E Pokémon Main Theme
276F Pokémon Center
2770 Road to Viridian City (From Pallet Town / Pewter City)
2771 Pokémon Gym / Evolution
2772 Wild Pokémon Battle! (Ruby / Sapphire)
2773 Victory Road
2774 Wild Pokémon Battle! (Diamond / Pearl)
2775 Dialga / Palkia Battle at Spear Pillar!
2776 Team Galactic Battle!
2777 Route 209
2778 Mute City
2779 White Land
277A Fire Field
277B Car Select
277C Dream Chaser
277D Devil's Call in Your Heart
277E Climb Up! And Get The Last Chance!
277F Brain Cleaner
2780 Shotgun Kiss
2781 Planet Colors
2783 Fire Emblem Theme
2784 Shadow Dragon Medley
2785 With Mila's Divine Protection (Celica Map 1)
2787 Preparing to Advance
2788 Winning Road - Roy's Hope
2789 Attack
278A Against the Dark Knight
278B Crimean Army Sortie
278C Power-Hungry Fool
278D Victory Is Near
278E Ike's Theme
278F Snowman
2790 "SENTOUONIISAN" {silent} [NAMELESS]
2791 "EIGHTMELODIES" {silent} [NAMELESS]
2792 "SMILEANDTEARS" {silent} [NAMELESS]
2793 Humoresque of a Little Dog
2794 "BECAUSE" {silent} [NAMELESS]
2795 Porky's Theme
2796 Mother 3 Love Theme
2797 Unfounded Revenge / Smashing Song of Praise
2798 You Call This a Utopia?!
2799 World Map (Pikmin 2)
279A Forest of Hope
279B Environmental Noises
279C Ai no Uta
279D Tane no Uta
279E Main Theme (Pikmin)
279F Stage Clear / Title (Pikmin)
27A0 Ai no Uta (French Version)
27A1 WarioWare, Inc.
27A2 WarioWare, Inc. Medley
27A3 Mona Pizza's Song (Japanese Version)
27A4 Mona Pizza's Song (English Version)
27A5 Mike's Song (Japanese Version)
27A6 Mike's Song (English Version)
27A7 Ashley's Song (Japanese Version)
27A8 Ashley's Song (English Version)
27B3 Title (Animal Crossing)
27B4 Go K.K. Rider!
27B5 2:00 a.m.
27B6 "RADIOTAISO" {silent} [NAMELESS]
27B7 The Roost
27B8 Town Hall and Tom Nook's Store
27B9 K.K. Crusin'
27BA K.K. Western
27BB K.K. Gumbo
27BC Rockin' K.K.
27BD DJ K.K.
27BE K.K. Condor
27BF Underworld
27C0 Title (Kid Icarus)
27C1 Skyworld
27C2 Kid Icarus Original Medley
27C3 Famicom Medley
27C4 Gyromite
27C5 "SPORTSMEDLEY" {silent} [NAMELESS]
27C6 Chill (Dr. Mario)
27C7 Clu Clu Land
27C8 Balloon Trip
27C9 Ice Climber
27CA Shin Onigashima
27CB Title (3D Hot Rally)
27CC Tetris: Type A
27CD Tetris: Type B
27CE Tunnel Scene (X)
27CF Power-Up Music
27D0 Douchuumen (Nazo no Murasamejo)
27D1 "WILDTRACKS" {silent} [NAMELESS]
27D2 PictoChat
27D3 "ELECTRO" {Hanenbow's "music" which is just the water noise} [NAMELESS]
27D4 Flat Zone 2
27D5 Mario Tennis / Mario Golf
27D6 Lip's Theme (Panel de Pon)
27D7 Marionation Gear
27D8 Title (Big Brain Academy)
27D9 Golden Forest (1080Snowboarding)
27DA Mii Channel
27DB Wii Shop Channel
27DC Battle Scene / Final Boss (Golden Sun)
27DD Shaberu! DS Cooking Navi
27DE Excite Truck
27DF Brain Age: Train Your Brain in Minutes a Day
27E0 Opening Theme (Wii Sports)
27E1 Charge! (Wii Play)
27E2 "MAINTHEME" {silent} [NAMELESS]
27E3 Encounter
27E4 Theme of Tara
27E5 Yell "Dead Cell"
27E6 Snake Eater (Instrumental)
27E7 MGS4 Theme of Love Smash Bros. Brawl Version
27E8 Cavern
27E9 Battle in the Base
27EA "BEATMANIA" {silent} [NAMELESS]
27EB Theme of Solid Snake
27EC Calling to the Night
27ED Credits (Super Smash Bros.)
27EE Menu (Super Smash Bros. Melee)
27EF Opening (Super Smash Bros. Melee)
27F0 "HOWTOPLAY" {silent} [NAMELESS]
27F1 "DXTERMINAL" {Final Destination's subtly different music when you fight Master Hand in Classic} [NAMELESS]
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 "UCANDO" {silent} [NAMELESS]
27F7 Sonic Boom
27F8 Super Sonic Racing
27F9 Open Your Heart
27FA Live & Learn
27FB Sonic Heroes
27FC Right There, Ride On
27FD HIS WORLD (Instrumental)
27FE Seven Rings In Hand
27FF Princess Peach's Castle (Melee)
2800 Rainbow Cruise (Melee)
2801 Jungle Japes (Melee)
2802 Brinstar Depths (Melee)
2803 Yoshi's Island (Melee)
2804 Fountain of Dreams (Melee)
2805 Green Greens (Melee)
2806 Corneria (Melee)
2807 Pokémon Stadium (Melee)
2808 Poké Floats (Melee)
2809 Big Blue (Melee)
280A Mother (Melee)
280B Icicle Mountain (Melee)
280C Flat Zone (Melee)
280D Super Mario Bros. 3 (Melee)
280E Battle Theme (Melee)
280F Fire Emblem (Melee)
2810 Mach Rider (Melee)
2811 Mother 2 (Melee)
2812 Dr. Mario (Melee)
2813 Battlefield (Melee)
2815 Multi-Man Melee 1 (Melee)
2816 Temple (Melee)
2817 Final Destination (Melee)
2818 Kong Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
281E: {silent} [NAMELESS]
281F Adventure Map
2820 Step: The Plain
2821 Step: The Cave
2822 Step: Subspace
2823 Boss Battle Song 1
2824 {SSE Results} [NAMELESS]
2825 Boss Battle Song 2
2826 Save Point
2827 {SSE DK Jungle} [NAMELESS]
2828 {SSE Luigi Mansion} [NAMELESS]
2829 {Halberd Interior} [NAMELESS]
282A {SSE Data Select} [NAMELESS]
282B {SSE Brinstar} [NAMELESS]
282C Step: Subspace Ver.2
282D Step: Subspace Ver.3
282E {Halberd Moving} [NAMELESS]
282F: {a very quiet and monotonous noise} [NAMELESS]
---All tracks from here on are non-looping and nameless---
2830 through 283C: {silent}
283D: {Mario victory music (Mario version)}
283E: {Donkey Kong victory music (Donkey Kong version)}
283F: {Zelda victory music (Link version)}
2840: {Metroid victory music (Samus version)}
2841: {Yoshi victory music}
2842: {Kirby victory music (Kirby version)}
2843: {Star Fox victory music (Fox/Wolf version)}
2844: {Pokemon victory music (Pikachu version)}
2845: {Mario victory music (Luigi version)}
2846: {F-Zero victory music}
2847: {EarthBound victory music (Ness version)}
2848: {Mario victory music (Bowser version)}
2849: {Mario victory music (Peach version)}
284A: {Zelda victory music (Zelda version)}
284B: {Zelda victory music (Sheik version)}
284C: {Ice Climber victory music}
284D: {Fire Emblem victory music (Marth version)}
284E: {Game & Watch victory music}
284F: {Star Fox victory music (Falco version)}
2850: {Zelda victory music (Ganondorf version)}
2851: {Wario victory music}
2852: {Meta Knight victory music}
2853: {Kid Icarus victory music}
2854: {Metroid victory music (Zero Suit Samus version)}
2855: {Pikmin victory music}
2856: {EarthBound victory music (Lucas version)}
2857: {Donkey Kong victory music (Diddy Kong version)}
2858: {Pokemon victory music (Pokemon Trainer version)}
2859: {Kirby victory music (King Dedede version)}
285A: {Pokemon victory music (Lucario version)}
285B: {Fire Emblem victory music (Ike version)}
285C: {R.O.B. victory music}
285D: {Pokemon victory music (Jigglypuff version)}
285E: {Pokemon victory music (Mewtwo version?)}
285F: {Fire Emblem victory music (Roy version?)}
2860: {Zelda victory music (Toon Link version)}
2861: {Metal Gear victory music}
2862: {Sonic victory music}
2863: {Game Over music (before choice)}
2864: {Game Over music (did not continue)}
2865: {silent}
2866: {silent}
2867: {"get trophy" noise}
2868: {"get rare item" noise}
2869: {"money cashing" noise (no idea where it's from; spectator? coin launcher?)}
286A: {"get item" noise (one of them...)}
286B: {"get item" noise (one of them...)}
Nothing so far has work for me...


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 05, 2014, 04:50:49 PM
Make that two.Nothing so far has work for me...
If the cbliss codes are appearing enabled all time. I would personally take them out. Also you have 2 file patch codes. I would take the first one out and keep the 3.5.1b and then try.


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 05, 2014, 04:51:42 PM
Say, sammi-husky, in your tutorial you said that you added 1 to the selection icon and names because the others all did that, but I noticed that in ASF1nk's sc_selcharacter with the icons, he didn't do that, and it's working. Could that be because of the way PhantomWings aligned the new slots to have the same ID across all their config files?


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 05, 2014, 04:54:46 PM
If the cbliss codes are appearing enabled all time. I would personally take them out. Also you have 2 file patch codes. I would take the first one out and keep the 3.5.1b and then try.
But as you can see, the original 3.5.1 is disabled.

As for the cBliss codes, I say so in my quote:
Quote
(BTW, I have the cBliss codes disabled in this copy-paste from my TXT. It shows up enabled, but I disabled it, trying to get my game to load)


Title: Re: The BrawlEx Clone Engine
Post by: shadowXtreme on January 05, 2014, 05:00:21 PM
Make that two.Nothing so far has work for me...

I have an advice for you,  reboot your codeset, start from the codes that are needed to load Exbrawl, CBLISS codes would crash your game, Cbliss files would crash the game, I bet that many of your codes would crassh the game because they are css related..

Use UsbloaderGX 3.0 r1218 , this solved all my game freezings, i dont know why

ahh there is one REALLY SAD THING  about EXbrawl....

ALTERNATE STAGE LOADER code, the one that lets you have like 2395834059734609 stages lol, does not load when EXBRAWL STUFF is loaded :(,

even with FPC 3.5.1B, THE Exbrawl CSS codes, and ASL code only... T_T


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 05:03:06 PM
Say, sammi-husky, in your tutorial you said that you added 1 to the selection icon and names because the others all did that, but I noticed that in ASF1nk's sc_selcharacter with the icons, he didn't do that, and it's working. Could that be because of the way PhantomWings aligned the new slots to have the same ID across all their config files?

Thanks for pointing that out, i would never have noticed that. yes, your right you dont need to add 1 to the css icon name, or the character name image's name.

but you still add 1 onto the end of the CSP to indicate the color that portrait is for.

no worries, i'll have a video up soon on it


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 05, 2014, 05:24:49 PM
If anyone is interested, I successfully cloned every character possible so far. I can upload a pack that has each character so far cloned so that all you have to do is replace the files. (gecko)


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 05, 2014, 05:27:51 PM
If anyone is interested, I successfully cloned every character possible so far. I can upload a pack that has each character so far cloned so that all you have to do is replace the files. (gecko)

you have cloned every character? all characters on the vault?
then you would have just finished my job that i've been doing for the past 3 hours.
except yours is actually cloning them and mine is a list of directories to characters someone might be interested in to put into their roster.


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 05, 2014, 05:37:56 PM

you have cloned every character? all characters on the vault?
then you would have just finished my job that i've been doing for the past 3 hours.
except yours is actually cloning them and mine is a list of directories to characters someone might be interested in to put into their roster.
Every character as in every character with a v1.1 module available for BrawlEx, by the way.

So you mean redirect them to say, Mewtwo, Roy, Goku, etc. ?


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 05, 2014, 05:43:50 PM
Every character as in every character with a v1.1 module available for BrawlEx, by the way.

So you mean redirect them to say, Mewtwo, Roy, Goku, etc. ?

It is better explained by looking at the thread.

but basically, it is a repository of links and directories leading into the Brawlvault to a specific PSA or Character mod.

I hope it will make it easier for beginners who have no idea as to what they want. or for people just curious as to what other PSA's exist, but are too lazy to look into the vault that extensively. i've been looking at all the pages and carefully reading/downloading files to see if they are clone engine compliant.


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 05:53:34 PM
I found something interesting
for those of you experimenting with adding more costumes per slot:
These characters can take up to 12 costumes, as oppose to 10.
ganon
diddy
wolf
sonic
reason why other characters cannot take 12 is because of the order of MenSelcharacter.brress, for instance Mario has
001,002,003,004,005,006,007,008,009,010
if you go to 011,  you will than bump into the next character's CSP's
which is donkey kong.
Also, adding costumes does not necessarily have to be just for clones
U can use the original Fighter.dat files, edit them to have more costumes, and use this method for all first 36 characters.

Request: Now what i would wanna see is a slot solely for fighting Alloys and Gigabowser, dat would be nice


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 05, 2014, 05:55:32 PM
But as you can see, the original 3.5.1 is disabled.

As for the cBliss codes, I say so in my quote:
Oh I didn't see the part about the original FPC. I seen the cbliss part.

Also I got 9 characters cloned, with working css icons, csps and bps. I say the best thing to do is use ASF1 as a base for yours. Also look how he set up his cosmetic with his CSS screen. As I read everyone is wanting Dr.Mario, Roy, Mewtwo and Shadow, it will be easy to set up with his.

Characters I cloned with all accessories

Chrome Mario
Dr. Mario
Mewtwo
Roy
Waluigi
Shadow
Cloud
Mecha Sonic
Lloyd


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 05, 2014, 06:13:22 PM

It is better explained by looking at the thread.

but basically, it is a repository of links and directories leading into the Brawlvault to a specific PSA or Character mod.

I hope it will make it easier for beginners who have no idea as to what they want. or for people just curious as to what other PSA's exist, but are too lazy to look into the vault that extensively. i've been looking at all the pages and carefully reading/downloading files to see if they are clone engine compliant.
Huh, sounds interesting. I'll definitely have to take a look!

I'll upload the cloned character pack here in a minute.


Title: Re: The BrawlEx Clone Engine
Post by: Ultraxwing on January 05, 2014, 06:49:27 PM
Okay guys, i know this is off topic but it will help the Cloning community faster if this is out now.

http://forums.kc-mm.com/index.php?board=29.0 (http://forums.kc-mm.com/index.php?board=29.0)

a full list of sifted PSA'S of each retrospective character. have fun


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 05, 2014, 06:51:36 PM


Since everyone is having trouble getting BrawlEx to work, might as well share my setup so you guys get an idea of how stuff works.

My pack has 8 filler PSAs for Marth[Roy], Ike[Cloud], Link[Zero], Lucario[KidBuu], Snake[Deadpool], Pit[Waluigi], Wolf[Wolverine], and Sonic[Shadow] leftover from my CE.
It includes all cosmetics including their own separate franchise icons, as well as their own victory themes and announcer calls. It even contains a true de-cloned Roy where the GFX don't mess up [Should write a tutorial soon]. As well as extra costumes for Fox ala cBliss. :P


ASF1nk's BrawlEx Pack ([url]https://www.dropbox.com/s/99m4g1a3efh6xuo/ASF1nks%20BrawlEx%20Pack.rar[/url])

([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-6x-1.png[/url])
([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-8x-1.png[/url])
([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-10x-1.png[/url])
([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-11x-1.png[/url])




The pack comes with codes to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.

Code:
Result Camera Engine [ASF1nk]
80000000 80B29750
80000001 80586100
8A03FC01 00000000
049367D0 3CA08058
049367D8 38A56100
04936B24 3C808058
04936B2C 38846100
049367D4 380000FF

ResultCam Data for 3F [Roy][ASF1nk]
065864FC 00000014
0000003F 3F800000
40E00000 40C00000
40C00000 00000000

ResultCam Data for 40 [Cloud] [ASF1nk]
06586510 00000014
00000040 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 41 [Zero] [ASF1nk]
06586524 00000014
00000041 3F800000
40C00000 40F00000
40E00000 00000000

ResultCam Data for 42 [KidBuu] [ASF1nk]
06586538 00000014
00000042 3F866666
40C00000 40C00000
40400000 00000000

ResultCam Data for 43 [Deadpool] [ASF1nk]
0658654C 00000014
00000043 3F8A3D71
4114CCCD 4114CCCD
4114CCCD 00000000

ResultCam Data for 44 [Waluigi] [ASF1nk]
06586560 00000014
00000044 3F800000
3FC00000 40E00000
40800000 00000000

ResultCam Data for 45 [Wolverine] [ASF1nk]
06586574 00000014
00000045 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 46 [Shadow] [ASF1nk]
06586588 00000014
00000046 3F7851EC
40900000 40900000
40600000 00000000

ResultCam Data for XX [ASF1nk]
06586588 00000014
000000XX YYYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

XX = Character ID
YYYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000]
ZZZZZZZZ = 1st Winning animation float Value moves camera up/down.
VVVVVVVV = 2nd Winning animation float value moves camera up/down.
SSSSSSSS = 3rd Winning animation float value moves camera up/down.

Floating point to hex converter ([url]http://gregstoll.dyndns.org/~gregstoll/floattohex/[/url])

To add new Camera data codes for new clones, just copy and paste the last camera code you have and add 14 hex to the first word and edit the character ID and float values accordingly.

Ex. Making a Camera data slot for Character ID 47 you take the first word from slot 46 06586588 and add 0x14 to it. You end up with 658659C.

So the new slot should look like this:
ResultCam Data for 47 [ASF1nk]
0658659C 00000014
00000047 XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX 00000000

-------------------------------------------------------------------------------------------------
By the way for those of you wondering about cBliss, BrawlEx has it's own way of doing extra costumes so cBliss is not needed any more.

What you need to do is using the Config Utility edit the fighter.dat and check the boxes of the costumes you want.

If you take a look at the fox Fighter.dat in my pack under Colors, you can see I checked the boxes 6, 7, 8, 9.

([url]http://i105.photobucket.com/albums/m202/antjor_s38/Foxfighter10.png[/url])

You then need to open the CSSslot.dat on a hex editor and staring from offset 0x20 those are the costumes.
you need to add the color and the .pac number. before the '0C' terminator.

The format for the costumes is 2 bytes, 1st byte is the color and 2nd byte is the costume. Costume is the number you would use for your .pac.

No extra costumes
([url]http://i105.photobucket.com/albums/m202/antjor_s38/foxxx-2.png[/url])

4 extra costumes
([url]http://i105.photobucket.com/albums/m202/antjor_s38/foxxx1.png[/url])

Remember the 0C byte is what tells the game to stop reading the values so every costumes you add needs to go before the 0C.

Anyways, since I'm fairly knowledgeable on the subject, I'll help a little answering all of your questions. There is too much confusing in here right now.


EDIT: When I made the pack I was using BrawlEx v1.1.0.0 you should download BrawlEx v1.1.2.1 ([url]https://www.dropbox.com/s/td0tzjw2xjr6da4/BrawlEx%20v1.1.2.1.zip[/url]) and just grab the bx_fighter.rel from there and replace it in the module folder.




I only see a LOT of Marios in my CSS.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 05, 2014, 06:58:07 PM
Okay. So. I think I have everything set up. However, my game freezes after I load my game via Configurable USB Loader. I have:
-the BrawlEX files in \private\wii\app\RSBE\pf\BrawlEX (I edited the template "3F" to use Roy as the file name. I enabled six slots, because I have six textures, plus the 00 texture, I want to test).
-the common2.pac in the "system" folder
-the Kirby, bx_fighter, and edited "Roy" module in the "module" folder
-The "Roy" files in the Roy folder
Could the issue be that I have a sc_selcharacter.pac with CSP slots for cBliss textures?

Here are my codes that are in my game.
(BTW, I have the cBliss codes disabled in this copy-paste from my TXT. It shows up enabled, but I disabled it, trying to get my game to load)
Code:
RSBE01
Super Smash Bros. Brawl (U)

File Replacement 3.5.1
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000

File Patch Code v3.5.1b
* E0000000 80008000
* 225664EC 00000000
* 0401BFE0 4858BE20
* 065A7E00 00000070
* 38A00067 38810020
* 3CE0805A 60E37C18
* 4BE52531 38A0007F
* 3883FFE8 38610020
* 4BE52521 38A00068
* 60E47C18 38610020
* 9421FF80 BC410008
* 38610088 4BA74DB9
* 7C7C1B78 2C030000
* 4082000C 38210080
* 4800001C B8410008
* 38210080 4BE524E5
* 38610008 4BA742E1
* 7C7C1B78 4BA741E8
* 040223E0 48585BC0
* 065A7FA0 00000028
* 80010044 3C608001
* 6063581C 7C001800
* 4082000C 7FDDC850
* 3BDEFFE0 93DB0008
* 4BA7A424 00000000
* 0401CD0C 4858B1F4
* 065A7F00 00000038
* 2C030000 4182000C
* 4BA7DD51 4BA74E04
* 80780008 2C030000
* 41820014 8118000C
* 7C634214 7C7B1850
* 48000008 8078000C
* 4BA74DE0 00000000
* 043EE9D8 48000014
* 043EEBD4 48000014
* 043D8B9C 48000018
* 043E9B4C 38600000
* 043E9D38 38600000
* 043D8C80 60000000
* 80000000 80406920
* 80000001 805A7C00
* 8A001001 00000000
* 045A7C10 2F525342
* 045A7C14 452F7066
* 80000001 805A7B00
* 8A001001 00000000
* 065A7B10 0000000F
* 2F525342 452F7066
* 2F736F75 6E642F00
* 041C6CE0 483E0D20
* 065A7A00 00000028
* 9421FF80 BC410008
* 3C60805A 60637B1F
* 4BE52931 B8410008
* 38210080 4BE52995
* 4BC1F2C4 00000000
* 065A7900 00000078
* 9421FF80 7C0802A6
* 9001000C BC810010
* 9421FF00 7C872378
* 54B2BA7E 7CD33378
* 38800000 9081000C
* 90810010 90610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 7CE43B78
* 38A00080 4BE529F5
* 38610008 4BA752A1
* 60000000 80210000
* B8810010 8001000C
* 7C0803A6 80210000
* 4E800020 00000000
* 043E399C 481C3F04
* 065A78A0 00000010
* 80BC0020 7CA59214
* 3A400000 4BE3C0F4
* 043DBAEC 481CBDE4
* 065A78D0 00000018
* 800302A4 2C130000
* 41820008 7E609B78
* 3A600000 4BE3420C
* 041CDF7C 483D9884
* 065A7800 00000098
* 818C0014 9421FF80
* BC410008 60000000
* 60000000 60000000
* 60000000 7C882378
* 3C60804D 60630000
* 3C80805A 60847B00
* 7CC53378 38C04200
* 80E40080 2C070000
* 40820014 60000000
* 480000B9 2C030000
* 41820010 B8410008
* 80210000 4BC26724
* 70A501FF 3868FFFF
* 3C80804C 6084FFFF
* 7C842A14 38A04001
* 38A5FFFF 8C040001
* 9C030001 2C050000
* 4082FFF0 B8410008
* 80210000 4BC2670C
* 141CCF90 483DA770
* 065A7700 00000048
* 9421FF80 BC410008
* 7FE3FB78 3C80805A
* 60847B00 38A00000
* 38C04000 480001E5
* 90640080 807F0008
* 907A0014 907A005C
* 907A0074 B8410008
* 80210000 807F0000
* 4BC25854 00000000
* E0000000 80008000

Replacement SoundBank Engine v1.20 [InternetExplorer, Dantarion]
* 80000000 80406920
* 80000001 805A7D18
* 045A7D00 805A7D18
* 8A001001 00000000
* 065A7D28 00000015
* 2F525342 452F7066
* 2F736678 2F25642E
* 7361776E 64000000
* 045A7D10 919B6600
* C21C8370 0000003C
* 9421FF80 BC610008
* 3C60805A 60637000
* 94230008 7C611B78
* 3B5A0007 3C60805A
* 60637D00 9343FFE0
* 38800000 9081000C
* 90810010 93610014
* 90810018 3880FFFF
* 9081001C 38610020
* 90610008 3C80805A
* 60847D18 7F45D378
* 3D80803F 618C89FC
* 7D8903A6 4E800421
* 38810020 7F63DB78
* 38A00000 38C00000
* 3D80805A 618C7900
* 7D8903A6 4E800421
* 2C030000 40820114
* 3C60805A 60637D00
* 8081FE90 9083FFD0
* 7F64DB78 3884FFFD
* 3CC05257 60C65344
* 38840004 81240000
* 7C093000 4082FFF4
* 7C9B2050 9083FFC0
* 3D2090E6 61290F10
* 81290000 7D244B78
* 7C862378 38C60008
* 80A4002C 7C842A14
* 38840008 3CE0805A
* 60E77D00 8167FFE0
* 38840008 80A40000
* 7CA53214 80E50000
* 7C075800 4082FFEC
* 7D244B78 80C50024
* 7CA43214 38A50008
* 80E50000 38A50008
* 7F63DB78 38630009
* 80C50000 7CC43214
* 38E7FFFF 81430000
* 91460008 81430004
* 91460014 81430008
* 91460018 3863000C
* 38A50008 2C070000
* 4181FFD0 3C60805A
* 60637D00 8083FFD0
* 80A3FFC0 7C852050
* 7F66DB78 7CE62A14
* 89070000 99060000
* 38C60001 38E70001
* 3884FFFF 2C040000
* 4181FFE8 38600000
* 2C030000 3CA0805A
* 60A57D00 9065FFF0
* 3C20805A 60217000
* 80210008 B8610008
* 38210080 7D8903A6
* 4182000C 4E800421
* 48000008 7CE33B78
* 60000000 00000000
* C21C8658 00000007
* 3E00805A 62107D00
* 8230FFF0 2C110000
* 40820010 7CE33B78
* 3B200000 41820014
* 4E800421 3A400001
* 9250FFF0 60000000
* 60000000 00000000
.sawnd files go in X:/private/wii/app/RSBE/pf/sfx

Custom Victory Themes v1.2 [Dantarion], with corresponding new IDs for each theme [Also Dantarion]
* 064088C0 000000B8
* 00003000 00003001
* 00003002 00003003
* 00003004 00003005
* 00003006 00003007
* 00003008 00003009
* 0000300A 0000300B
* 0000300C 0000300D
* 0000300E 0000300F
* 00003010 00003011
* 00003012 00003013
* 00003014 00003015
* 00003016 00003017
* 00003018 00003019
* 0000301A 0000301B
* 0000301C 0000301D
* 0000301E 0000301F
* 00003020 00003021
* 00003022 00003023
* 00003024 00003025
* 00003026 00003027
* 00003028 00003029
* 0000302A 0000302B
* 0000302C 0000302D
* 00003000 00003001 //Mario, DK
* 00003002 00003003 //Link, Samus
* 00003004 00003005 //ZSS, Yoshi
* 00003006 00003007 //Kirby, Fox
* 00003008 00003009 //Pikachu,Luigi
* 0000300A 0000300B //Falcon,Ness
* 0000300C 0000300D //Koopa,Peach
* 0000300E 0000300F //Zelda,Shiek
* 00003010 00003011 //IC's,Popo
* 00003012 00003013 //Nana,Marth
* 00003014 00003015 //G&W,Falco
* 00003016 00003017 //Ganon,Wario
* 00003018 00003019 //Meta,Pit
* 0000301A 0000301B //Olimar,Lucas
* 0000301C 0000301D //Diddy,Charizard
* 0000301E 0000301F //Charizard(Independant),Ivy
* 00003020 00003021 //Ivy(Independant),Squirt
* 00003022 00003023 //Squirt(Independant),D3
* 00003024 00003025 //Lucario,Ike
* 00003026 00003027 //ROB, Jiggs
* 00003028 00003029 //Toon Link, Wolf
* 0000302A 0000302B //Snake, Sonic
* 0000302C 0000302D //Giga, Warioman

CSS/SSS Codes

Disable Custom Stages
* 046B841C 48000040

Stage Roster Expansion System v2.0 [Phantom Wings]
* E0000000 80008000
* 04043B20 380000FF
* 04043B40 1C060018
* 04043B58 38840018
* 04949C8C 3884B460
* 04949D10 3884B460
* 04949E20 3884B460
* 04949EFC 3884B460
* C294A588 00000003
* A063001A 2C030040
* 41800008 38600000
* 60000000 00000000
* C294A1D0 00000003
* 7C7D1B78 2C03FFFF
* 40820008 3FA0003F
* 60000000 00000000
* 04015564 48000010
* 2042AEB0 00000041
* 0442AEB0 00000000
* 80000000 8042AEB0
* 80000001 8042AEB0
* 60000030 00000000
* 8A001801 00000000
* 86000000 00000024
* 86000001 00000018
* 62000000 00000000
* 0042B348 024B0000
* 0442B348 00000040
* 0642B34C 00000010
* 73745F63 7573746F
* 6D00002E 72656C00
* 80000000 8042BC18
* 80000001 8042B460
* 8A010001 00000000
* 0442B560 8042BC14
* 0042BC18 010F0000
* 0642BC14 00000008
* 43757374 6F6D0000
* E0000000 80008000
* 04043B34 483E783C
* 0642B370 00000050
* 2C060031 4080000C
* 80040000 48000040
* 3806000F 7C030000
* 40820030 3866FFD0
* 38C4000F 38860001
* 3CA08042 60A5B450
* 38E00000 7E6802A6
* 4BFCB811 7E6803A6
* 38C00031 4BC1878C
* 3884FFE8 4BC1877C
* 04949C88 4BAE1749
* 04949D0C 4BAE16C5
* 04949E1C 4BAE15B5
* 04949F08 4BAE14C9
* 0642B3D0 00000060
* 9421FF80 BC610010
* 7C6802A6 9061000C
* 2C000040 41800030
* 7C030378 3863FFC1
* 3CC08042 60C6BC1C
* 38860001 3CA08042
* 60A5B450 38E00000
* 39200000 4BFCB7AD
* 38000040 540013BA
* 8061000C 7C6803A6
* B8610010 80210000
* 4E800020 00000000
* 0042B455 00000078
* 0442B45C 00000002

Eternal Yoshi's Maxed Out SSS
* 046B8F5C 7C802378
* 046B8F64 7C6300AE
* 040AF618 5460083C
* 040AF68C 38840002
* 040AF6AC 5463083C
* 040AF6C0 88030001
* 040AF6E8 3860FFFF
* 040AF59C 3860000C
* 060B91C8 00000018
* BFA10014 7CDF3378
* 7CBE2B78 7C7D1B78
* 2D05FFFF 418A0014
* 006B929C 00000027
* 066B99D8 00000027
* 00010203 04050908
* 0A0B0C0D 0E0F1114
* 151A1917 06131D1B
* 1C1F2021 22252423
* 27280710 12161800
* 006B92A4 00000027
* 066B9A58 00000027
* 1E262A2B 2C2D2E2F
* 30313233 34353637
* 38393A3B 3C3D3E3F
* 40414243 44454647
* 48494A4B 4C4D4E00
* 06407AAC 000000A0
* 01010202 03030404
* 05050606 07070808
* 0909330A 0B0B0C0C
* 0D0D0E0E 130F1410
* 15111612 17131814
* 19151C16 1D171E18
* 1F19201A 211B221C
* 231D241E 251F2932
* 2A332B34 2C352D36
* 2F373038 3139323A
* 2E3BFFFF 40204121
* 42224323 44244525
* 46264727 48284929
* 4A2A4B2B 4C2C4D2D
* 4E2E4F2F 50305131
* 523D533E 543F5540
* 56415742 58435944
* 5A455B46 5C475D48
* 5E495F4A 604B614C
* 624D634E 644F0000

CSE v2.5 [Dantarion]
* 041C72DC 38600002
* C21C805C 00000004
* 3C60801C 606380A8
* 7C6803A6 3C60901A
* 60633000 4E800020
* 60000000 00000000
* C21C7C38 00000002
* 3C60901A 60633000
* 60000000 00000000
* C21C73D8 00000003
* 3C60901A 60633000
* 93C30000 93C30004
* 60000000 00000000
* 4A000000 90000000
* 161A3008 00000028
* 00000006 01000000
* 000C834C 50400200
* 01020000 000C8340
* 00000000 00000000
* 00000000 00000000
* 161A2FC8 0000000C
* 000CDE3C 01000000
* 7366782F 00000000
* 161A2FDC 00000008
* 2E627273 746D0000
* 161A2F90 00000016
* 2F736F75 6E642F73
* 74726D2F 3030302E
* 62727374 6D000000
* C21C7D00 00000012
* 3FC0901A 63DE2FD4
* B3220002 38600000
* 3B200000 7F8218AE
* 739C00F0 579CE13E
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 3B390001
* 7F8218AE 739C000F
* 3B9C0030 2C1C0039
* 40810008 3B9C0007
* 7F9EC9AE 38630001
* 3B390001 2C030004
* 4082FFB4 3BDEFFFC
* 801EFFF8 901D0000
* 801EFFFC 901D0004
* 93DD0008 38600001
* 38000000 901D000C
* 60000000 00000000
* C21C6CE8 00000007
* 3CC08000 60C63140
* A0C60000 2C060025
* 4182001C 3CC0901A
* 60C62FE2 7C043000
* 4082000C 3F60901A
* 637B2F90 819D0000
* 60000000 00000000

cBliss 1.5 (Original Codes)

Characters have 10 Costumes [All Chars][ASF1nk]
06AD817c 00000070
13FF13FF 13FF33FF
13FF13FF 13FF13FF
13FF13FF 13FF33FF
33FF13FF 13FF13FF
13FF13FF 13FF13FF
13FF1FFF 13FF13FF
13FF13FF 13FF33FF
13FF13FF 13FF13FF
13FF13FF 13FF13FF
000013FF 00000000
000013FF 00000000
13FF0000 13FF13FF
00000000 00000000
00000000 13FF0000

Costume Color offset FIX [ASF1nk]
06455334 0000001C
05000001 03020103
08040205 02060007
03080109 0C000000
00000000 00000000

New Wario's own Costume offset [12 Costumes] [ASF1nk]
07200d34 0000001C
05000001 03020103
08040205 02060007
03080109 070A090B
0C000000 00000000

All Roster has Costume Offset FIX. v2 [ASF1nk]
04455460 80455334
04455470 80455334
04455480 80455334
04455490 80455334
044554A0 80455334
044554B0 80455334
044554C0 80455334
044554D0 80455334
044554E0 80455334
044554F0 80455334
04455500 80455334
04455510 80455334
04455520 80455334
04455530 80455334
04455540 80455334
04455550 80455334
04455560 80455334
04455570 80455334
04455580 80455334
04455590 80455334
044555A0 80455334
044555B0 81200d34
044555C0 80455334
044555D0 80455334
044555E0 80455334
044555F0 80455334
04455600 80455334
04455610 80455334
04455620 80455334
04455630 80455334
04455640 80455334
04455650 80455334
04455660 80455334
04455670 80455334
04455680 80455334
04455690 80455334
044556A0 80455334
044556B0 80455334
044556C0 80455334
044556D0 80455334

cBliss 1.5 (Fixed by Mewtwo2000)

Characters have 10 Costumes [All Chars+] [Mewtwo2000, ASF1nk]
* 06AD817C 00000070
* 13FF13FF 13FF33FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF33FF
* 33FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF1FFF 13FF13FF
* 13FF13FF 13FF33FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF
* 13FF13FF 13FF13FF

Costume Color offset FIX v2 [ASF1nk, Mewtwo2000]
* 0645531C 00000018
* 05000001 03020103
* 08040205 02060007
* 03080109 0C000000

New Wario's own Costume offset v2 [12 Costumes] [ASF1nk, Mewtwo2000]
* 06455334 0000001C
* 05000001 03020103
* 08040205 02060007
* 03080109 070A090B
* 0C000000 00000000

All Roster has Costume Offset FIX. v3 [ASF1nk, Mewtwo2000]
* 04455460 8045531C
* 04455470 8045531C
* 04455480 8045531C
* 04455490 8045531C
* 044554A0 8045531C
* 044554B0 8045531C
* 044554C0 8045531C
* 044554D0 8045531C
* 044554E0 8045531C
* 044554F0 8045531C
* 04455500 8045531C
* 04455510 8045531C
* 04455520 8045531C
* 04455530 8045531C
* 04455540 8045531C
* 04455550 8045531C
* 04455560 8045531C
* 04455570 8045531C
* 04455580 8045531C
* 04455590 8045531C
* 044555A0 8045531C
* 044555B0 80455334
* 044555C0 8045531C
* 044555D0 8045531C
* 044555E0 8045531C
* 044555F0 8045531C
* 04455600 8045531C
* 04455610 8045531C
* 04455620 8045531C
* 04455630 8045531C
* 04455640 8045531C
* 04455650 8045531C
* 04455660 8045531C
* 04455670 8045531C
* 04455680 8045531C
* 04455690 8045531C
* 044556A0 8045531C
* 044556B0 8045531C
* 044556C0 8045531C
* 044556D0 8045531C

Volume Increase Codes

Global Song Volume Mod [standardtoaster, Magus]
041CA05C 38800055

Battle in the Base
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002739
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Battlefield v2
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002711
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AA11
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AA11
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AA1D
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AA1D
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AA19
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AA19
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Slot AAAA
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 0000AAAA
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Great Temple / Temple
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002735
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Ice Climber
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 000027C9
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Kid Icarus Original Medley
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 000027C2
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Menu 2
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 000026FB
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Pokémon Gym / Evolution
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002771
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Tal Tal Heights
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002739
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Temple (Melee)
* 2A4955C2 00002000
* 4A000000 D0000000
* 38180F7E 00002816
* 143494D8 43000000
* E0000000 80008000
* 07305800 00000118
* 7CE94214 EC200132
* FC001040 EC030032
* 7FDCF378 818DA704
* 2C030000 48000018
* 3B9C0004 4E800421
* 83A10014 93E1001C
* 4BFB51DD 901F01B8
* 7C030378 2C030000
* 4BF1E749 38A00000
* 88050004 5404043E
* 38E00000 2C070000
* 41810014 54C6402E
* 4CC63182 93A10014
* 38600002 54000FFF
* 88990000 6884000E
* 5400063E 7C001B78
* 4180FFCC 3BC30034
* FC400890 C0428068
* EC422028 EC802028
* EC632028 38610010
* 1C040014 4E800020
* 5463063E 93C10008
* 93E1000C 7CA40214
* 80010014 38A00000
* 93FE00AC 7FC3F378
* 2C030000 483D0D9D
* 90810008 38C001E0
* 98030350 7C7E1B78
* 7C7B1B78 38800001
* 900DBC3C EC20082A
* FC000A10 EC001028
* A0030000 E0650000
* 7CA50214 B0010008
* D0010090 D001008C
* 60000000 00000000

Custom Song Volume [standardtoaster, Magus]
C21C744C 00000006
3D80901C 618C3FFC
A7AC0004 2C1D7FFF
41820014 7C1DF000
4082FFF0 A00C0002
48000008 88030014
60000000 00000000
4A000000 90000000
161C4000 0000007C
26FB0050 27FF0050
28000050 28010050
28020050 28030050
28040050 28050050
28060050 28070050
28080050 28090050
280a0050 280b0050
280c0050 280d0050
28100050 28110050
28120050 28130050
28140050 28150050
28160050 28170050
28180050 28190050
281A0050 281B0050
281c0050 281d0050
7FFF0000 00000000
Changes volume of all Melee songs to 80 except Fire Emblem (Melee) [which is already at 80]

Character Codes

Lucas has no tether
* 04B0B81C 00000000

Jigglypuff System Name Change v2 [ASF1nk] ("Jigglypuff" -> "Mewtwo")
* 044565F0 817CEC48
* 077CEC48 00000018
* 4D657774 776F0000
* 00000000 00000000
* 00000000 00000000

Lucas System Name Change v2 [ASF1nk] ("Lucas" -> "Scott Pilgrim")
* 044565C8 817BC258
* 077BC258 00000018
* 53636F74 74205069
* 6C677269 6D000000
* 00000000 00000000

Ness System Name Change v2 [ASF1nk] ("Ness" -> "Megaman")
* 0445658C 817CE9F0
* 077CE9F0 00000018
* 4D656761 6D616E00
* 00000000 00000000
* 00000000 00000000

Yoshi System Name Change v2 [ASF1nk] ("Yoshi" -> "Roy")
* 044565C8 817CEB58
* 077CEB58 00000018
* 526F7900 00000000
* 00000000 00000000
* 00000000 00000000

Stage Codes

STGCUSTOM01 uses Final Destination (Melee)
* 28708ceb 00000040
* 4A000000 90180F06
* 14000076 FF002817
* E0000000 80008000
Neo Final Destination (Melee)

STGCUSTOM02 uses Custom Slot AA19
* 28708ceb 00000041
* 4A000000 90180F06
* 14000076 FF00AA19
* E0000000 80008000
Grunty's Tower Top (M2000)

STGCUSTOM03 uses Custom Slot AA18
* 28708ceb 00000042
* 4A000000 90180F06
* 14000076 FF00AA18
* E0000000 80008000
DK64 Battle Arena

STGCUSTOM04 uses Custom Slot AA17
* 28708ceb 00000043
* 4A000000 90180F06
* 14000076 FF00AA17
* E0000000 80008000
Facility

STGCUSTOM05 uses Custom Slot AA16
* 28708ceb 00000044
* 4A000000 90180F06
* 14000076 FF00AA16
* E0000000 80008000
Perfect Chaos Fight

STGCUSTOM06 uses Custom Slot AA15
* 28708ceb 00000045
* 4A000000 90180F06
* 14000076 FF00AA15
* E0000000 80008000
Skyloft

STGCUSTOM07 uses Custom Song AA1C
* 28708ceb 00000046
* 4A000000 90180F06
* 14000076 FF00AA1C
* E0000000 80008000
Metal Mario Battle (M2000)

STGCUSTOM08 uses Custom Slot AAAF
* 28708ceb 00000047
* 4A000000 90180F06
* 14000076 FF00AAAF
* E0000000 80008000
Final Bowser Battle (Paper Mario) (BP)

STGCUSTOM09 uses Custom Slot AA12
* 28708ceb 00000048
* 4A000000 90180F06
* 14000076 FF00AA12
* E0000000 80008000
Final Fantasy XIII: Orphan's Cradle

STGCUSTOM0A uses Custom Slot AAAC
* 28708ceb 00000049
* 4A000000 90180F06
* 14000076 FF00AAAC
* E0000000 80008000
Vs. Bowser (Mario 64)

STGCUSTOM0B uses Custom Slot AA14
* 28708ceb 0000004A
* 4A000000 90180F06
* 14000076 FF00AA14
* E0000000 80008000
Dreamland 64

STGCUSTOM0C uses Custom Slot AA13
* 28708ceb 0000004B
* 4A000000 90180F06
* 14000076 FF00AA13
* E0000000 80008000
Battlefield (Melee import)

STGCUSTOM0D uses Custom Slot FFFD
* 28708ceb 0000004C
* 4A000000 90180F06
* 14000076 FF00FFFD
* E0000000 80008000
Final Destination 64

STGCUSTOM0E uses Custom Slot AA11
* 28708ceb 0000004D
* 4A000000 90180F06
* 14000076 FF00AA11
* E0000000 80008000
Gesellschaft

STGCUSTOM0F uses Custom Slot FFFE
* 28708ceb 0000004E
* 4A000000 90180F06
* 14000076 FF00FFFE
* E0000000 80008000
Orbital Ring Systems Cargo Bay (DSX8 import)

STGCUSTOM10 uses Custom Slot AA10
* 28708ceb 0000004F
* 4A000000 90180F06
* 14000076 FF00AA10
* E0000000 80008000
Yoshi's Island 64 (Melee BG)

STGCUSTOM11 uses Custom Slot FFFF
* 28708ceb 00000050
* 4A000000 90180F06
* 14000076 FF00FFFF
* E0000000 80008000
Banjo-Kazooie: Grunty's Lair

STGCUSTOM12 uses Custom Slot AA1D
* 28708ceb 00000051
* 4A000000 90180F06
* 14000076 FF00AA1D
* E0000000 80008000
Dark Bowser Battle v2 (SMF1)

STGCUSTOM13 uses Custom Slot AA1B
* 28708ceb 00000052
* 4A000000 90180F06
* 14000076 FF00AA1B
* E0000000 80008000
SSB4 Boxing Ring

STGCUSTOM14 uses Custom Slot AAAD
* 28708ceb 00000053
* 4A000000 90180F06
* 14000076 FF00AAAD
* E0000000 80008000
Mystic Mansion

STGCUSTOM15 uses Custom Slot AADE
* 28708ceb 00000054
* 4A000000 90180F06
* 14000076 FF00AADE
* E0000000 80008000
What is Love?: Mario Villians

STGCUSTOM16 uses Custom Slot AAAE
* 28708ceb 00000055
* 4A000000 90180F06
* 14000076 FF00AAAE
* E0000000 80008000
Aquarium Park v2

STGCUSTOM17 uses Custom Slot AA1A
* 28708ceb 00000056
* 4A000000 90180F06
* 14000076 FF00AA1A
* E0000000 80008000
Osohe Castle (BP)

STGCUSTOM18 uses Custom Slot AA1C
* 28708ceb 00000057
* 4A000000 90180F06
* 14000076 FF00AA1C
* E0000000 80008000
Yanmato's Arc (DSX8 import)

STGCUSTOM19 uses Coin Launcher
* 28708ceb 00000058
* 4A000000 90180F06
* 14000076 FF00270D
* E0000000 80008000
Melee: Snag the Trophies

STGCUSTOM1A uses Custom Slot AA1E
* 28708ceb 00000059
* 4A000000 90180F06
* 14000076 FF00AA1E
* E0000000 80008000
Hidden Oasis

STGCUSTOM1B uses Custom Slot AA1F
* 28708ceb 0000005A
* 4A000000 90180F06
* 14000076 FF00AA1F
* E0000000 80008000
Bowser's Keep

STGCUSTOM1C uses Custom Slot AA1F
* 28708ceb 0000005B
* 4A000000 90180F06
* 14000076 FF00AA20
* E0000000 80008000
KC:MM Club (Platforms)

STGCUSTOM1D uses Main Theme (New Super Mario Bros.)
* 28708ceb 0000005C
* 4A000000 90180F06
* 14000076 FF00271B
* E0000000 80008000
Mushroom Mix

Menu/In-Game codes

ASF1nk's Custom CSS V2  [spunit262]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 0000002F
00010203 06070811
12091A0E 17161320
21260D05 14101F25
1B0B270C 15242218
0A231929 0F045D5E
5C4A4E40 464c5500

Custom CSS V3 [spunit262] (Default CSS+ExChars3F&40)
* 0668310C 00000030
* 387E006C 3B600000
* 3C808068 38840DE0
* 7CBB20AE 7CA50775
* 41800014 94A30004
* 3B7B0001 2C1B0032
* 4180FFE8 48000038
* 04690338 48000068
* 066900D8 00000008
* 2C170028 41820168
* 02680DE0 0022FFFF
* 06680DE0 00000026
* 00010203 06070811
* 12091A0E 1716131B
* 21260D05 14101F25
* 200B270C 15242218
* 0A23193F 40290000
Adds Ex Character slots 3F and 40 to use with BrawlEX.

Custom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090D0C 0515011A
0A071325 1002240E
0F140616 1F170304
0B190823 201B5D5E
5C112118 22122627

CSS Fix [Phantom Wings]
046A0C68 C2000000
0469DC18 40820030
0469DC40 2C030000
04689E88 60000000

CSS fixes for Samus/ZSS and Zelda/Shiek V2.1 [spunit262]
04693D50 38800004
06693D6C 00000008
38000000 3880000F
046900E8 60000000
04697F58 60000000
04697EEC 60000000

Regular Zelda Icon (CSS) [spunit262]
046900E8 60000000

Independent Pokemon Engine +no wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2684964 00000007
881400B8 2C00003F
41A00028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

CSS fixes for Giga and Company V2 [spunit262]
C2684940 00000002
9BB400B8 57BD06BE
2C1D001B 00000000
040AF8D4 546025B6
040AF964 546025B6
040AF830 546025B6
040AF528 546025B6
040AF810 546025B6
040AF880 546025B6
040AF848 546025B6

Giga and Company Engine V2 [spunit262]
C2684964 00000013
881400B8 2C00003F
41A00088 2C030010
40A20008 38600011
2C030026 40A20008
38600012 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
2C03000C 40A20008
3860002C 2C030017
40A20008 3860002D
2C03000A 40A20008
3860002E 2C03000E
40A20008 3860002F
2C030000 40A20008
38600030 2C030006
40A20008 38600031
987400B8 00000000
Needs "Alloys don't crash and Others don't wreck My Music V2" for safety.

Alloys don't crash and Others don't wreck My Music V2 [spunit262]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C2815524 0000000D
7C641B78 2C030011
4182000C 2C030012
40A20008 38600010
2C03002C 40A20008
3860000C 2C03002D
40A20008 38600017
2C03002E 40A20008
3860000A 2C03002F
40A20008 3860000E
2C030030 40A20008
38600000 2C030031
40A20008 38600006
4E800020 00000000
C29472D8 00000003
2C04002E 4180000C
90810058 38000000
9801005D 00000000

Alloy Victory/[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img] Poses
0477F8EC 60000000

Char ID fix 2.1 [spunit262, The Paprika Killer]
C28152E4 00000006
819E003C 907EFFFC
80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000

Warioman Fix
4A000000 90180F3A
38000000 00000028
4A000000 90180FB8
60000006 00000000
38000000 00002D00
10000000 00000017
38000001 00002D01
10000000 00000017
E2000001 00000000
4A100000 0000005C
62000000 00000000
E0000001 80008000

1 Player Matches
* 0468D420 2C060001

0 Player Matches
* 0468D420 2C060000

1P Team Matches
0468D534 38600000

Train Alone
4A000000 90180B44
38000000 00FF0A00
10000000 0000000B

Unrestricted Camera
* 040A7D60 4E800020
* 04109D88 38800001

(M) Inf. Jumps
C283CAA0 00000004
807900D8 80A30064
80A50020 80A5000C
A8850002 5484103E
7CA2212E 00000000

P1 Inf. Jumps
48000000 805A9320
DE000000 80008180
14000004 00000001
E0000000 80008000

P2 Inf. Jumps
48000000 805A9324
DE000000 80008180
14000004 00000001
E0000000 80008000

P3 Inf. Jumps
48000000 805A9328
DE000000 80008180
14000004 00000001
E0000000 80008000

Inf. Up+B
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0010 40820008
3B80000F 60000000
939E0038 00000000
This one will only affect the players (not the items, assist trophies,
pokemon, bosses, or SSE Enemies).

Generalized Super Code
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 0000007C
58010000 0000002C
58010000 00000004
10000020 00000080
10000034 00000080
10000048 00000080
1000005C 00000080
10000070 00000080
100000D4 00000080
100000E8 00000080
100000FC 00000080
10000110 00000080
10000124 00000080
10000138 00000080
10000174 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Allows you to chain together any attack - Be careful not to mash
buttons, or you'll override the attack before it can land a blow...
CPU's fail.

Master Extreme Code
80000000 80623320
80000001 00000000
60000006 00000000
80000002 806212BC
4A001000 00000000
36000024 00000007
92210003 00000024
86100003 000001C4
88000002 00000003
4A001002 00000000
92210002 00000000
4A001002 00000000
DE000000 80008180
92210003 00000010
92210004 00000014
86A00003 40800000
86A00004 40800000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
58010000 00000018
92210005 0000000C
88900005 00000003
94210005 0000000C
92210005 00000010
88900005 00000004
94210005 00000010
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Allow Replays more than 3 Min
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Disable Character Intros
4A000000 8077F908
D2000000 00000003
2C1e010E 40820008
3BC00000 60000000
93DD0038 00000000

No Sandbag
* 4A000000 8098D528
* D2000000 00000003
* 2C060031 40820008
* 38C0003B 60000000
* 90DD08C0 00000000

Pick Any Color You Want
* 0469A2B4 60000000
* 0469A3C4 60000000
* 04696FD4 60000000
* 04684E84 60000000

No Tripping
* 0481CB34 C0220020
* 045A9340 00000000

Base Codes

Increase individual .brstm volume
2A4955C2 00002000
4A000000 D0000000
38180F7E 0000MMMM
143494D8 43000000
E0000000 80008000
07305800 00000118
7CE94214 EC200132
FC001040 EC030032
7FDCF378 818DA704
2C030000 48000018
3B9C0004 4E800421
83A10014 93E1001C
4BFB51DD 901F01B8
7C030378 2C030000
4BF1E749 38A00000
88050004 5404043E
38E00000 2C070000
41810014 54C6402E
4CC63182 93A10014
38600002 54000FFF
88990000 6884000E
5400063E 7C001B78
4180FFCC 3BC30034
FC400890 C0428068
EC422028 EC802028
EC632028 38610010
1C040014 4E800020
5463063E 93C10008
93E1000C 7CA40214
80010014 38A00000
93FE00AC 7FC3F378
2C030000 483D0D9D
90810008 38C001E0
98030350 7C7E1B78
7C7B1B78 38800001
900DBC3C EC20082A
FC000A10 EC001028
A0030000 E0650000
7CA50214 B0010008
D0010090 D001008C
60000000 00000000
<!--[!include:Where MMMM is, put the four digit hex value for a song.]-->

Where MMMM is, put the four digit hex value for a song.
26F9 Super Smash Bros. Brawl Main Theme
26FA Menu 1
26FB Menu 2
26FC Battlefield
26FD Final Destination
26FE: {Classic clear score screen (after Master Hand)} [NAMELESS]
26FF Online Practice Stage
2700 Results Display Screen
2701 Tournament Registration
2702 Tournament Grid
2703 Tournament Match End
2705 Classic: Results Screen
2706 "ENDING" {silent} [NAMELESS]
2707 All-Star Rest Area
2708 Home-Run Contest
2709 Cruel Brawl
270A Boss Battle
270B Trophy Gallery
270C Sticker Album / Album / Chronicle
270D Coin Launcher
270E: {Classic clear, trophy on table, non-looping} [NAMELESS]
270F Stage Builder
2710: {silent} [NAMELESS]
2711: Battlefield Ver. 2
2712 Target Smash!!
2713 Credits
2714 Ground Theme (Super Mario Bros.)
2715 Underground Theme (Super Mario Bros.)
2716 Underwater Theme (Super Mario Bros.)
2717 Underground Theme (Super Mario Land)
2718 Airship Theme (Super Mario Bros. 3)
2719 Castle / Boss Fortress (Super Mario World / SMB 3)
271A Title / Ending (Super Mario World)
271B Main Theme (New Super Mario Bros.)
271C Luigi's Mansion Theme
271D Gritzy Desert
271E "MLRPG02" {silent} [NAMELESS]
271F "MORINOKINOKO" {silent} [NAMELESS]
2720 Delfino Plaza
2721 Ricco Harbor
2722 Main Theme (Super Mario 64)
2723 Ground Theme 2 (Super Mario Bros.)
2724 Mario Bros.
2725 Mario Circuit
2726 Luigi Circuit
2727 Waluigi Pinball
2728 Rainbow Road
2729 Jungle Level Ver.2
272A The Map Page / Bonus Level
272B Opening (Donkey Kong)
272C Donkey Kong
272D King K.Rool / Ship Deck 2
272E Bramble Blast
272F Battle for Storm Hill
2730 Jungle Level
2731 25m BGM
2732 DK Jungle 1 Theme (Barrel Blast)
2733 Title (The Legend of Zelda)
2734 Main Theme (The Legend of Zelda)
2735 Great Temple / Temple
2736 The Dark World
2737 Hidden Mountain & Forest
2738 "KAZENOSAKANA" {silent} [NAMELESS]
2739 Tal Tal Heights
273A Hyrule Field Theme
273B Ocarina of Time Medley
273C Song of Storms
273D Molgera Battle
273E Village of the Blue Maiden
273F Gerudo Valley
2740 Termina Field
2741 Dragon Roost Island
2742 The Great Sea
2743 Main Theme (Twilight Princess)
2744 The Hidden Village
2745 Midna's Lament
2746 Main Theme (Metroid)
2747 Norfair
2748 Ending (Metroid)
2749 Vs. Ridley
274A Theme of Samus Aran, Space Warrior
274B Sector 1
274C Opening / Menu (Metroid Prime)
274D Vs. Parasite Queen
274E Vs. Meta Ridley
274F Multiplayer (Metroid Prime 2)
2750 Ending (Yoshi's Story)
2751 Obstacle Course
2752 Yoshi's Island
2753 "[censored]IE" {silent} [NAMELESS]
2754 Flower Field
2755 Wildlands
2756 "ATHLETIC2" {Obstacle Course (2751) clone?} [NAMELESS]
2757 The Legendary Air Ride Machine
2758 King Dedede's Theme
2759 Boss Theme Medley
275A Butter Building
275B Gourmet Race
275C Meta Knight's Revenge
275D Vs. Marx
275E 02 Battle
275F Forest / Nature Area
2760 Checker Knights
2761 Frozen Hillside
2762 Squeak Squad Theme
2763 Main Theme (Star Fox)
2764 Corneria
2765 Main Theme (Star Fox 64)
2766 Area 6
2767 Star Wolf
2768 "COMMAND" {silent} [NAMELESS]
2769 Space Battleground
276A Break Through the Ice
276B Star Wolf (Star Fox: Assault)
276C Space Armada
276D Area 6 Ver. 2
276E Pokémon Main Theme
276F Pokémon Center
2770 Road to Viridian City (From Pallet Town / Pewter City)
2771 Pokémon Gym / Evolution
2772 Wild Pokémon Battle! (Ruby / Sapphire)
2773 Victory Road
2774 Wild Pokémon Battle! (Diamond / Pearl)
2775 Dialga / Palkia Battle at Spear Pillar!
2776 Team Galactic Battle!
2777 Route 209
2778 Mute City
2779 White Land
277A Fire Field
277B Car Select
277C Dream Chaser
277D Devil's Call in Your Heart
277E Climb Up! And Get The Last Chance!
277F Brain Cleaner
2780 Shotgun Kiss
2781 Planet Colors
2783 Fire Emblem Theme
2784 Shadow Dragon Medley
2785 With Mila's Divine Protection (Celica Map 1)
2787 Preparing to Advance
2788 Winning Road - Roy's Hope
2789 Attack
278A Against the Dark Knight
278B Crimean Army Sortie
278C Power-Hungry Fool
278D Victory Is Near
278E Ike's Theme
278F Snowman
2790 "SENTOUONIISAN" {silent} [NAMELESS]
2791 "EIGHTMELODIES" {silent} [NAMELESS]
2792 "SMILEANDTEARS" {silent} [NAMELESS]
2793 Humoresque of a Little Dog
2794 "BECAUSE" {silent} [NAMELESS]
2795 Porky's Theme
2796 Mother 3 Love Theme
2797 Unfounded Revenge / Smashing Song of Praise
2798 You Call This a Utopia?!
2799 World Map (Pikmin 2)
279A Forest of Hope
279B Environmental Noises
279C Ai no Uta
279D Tane no Uta
279E Main Theme (Pikmin)
279F Stage Clear / Title (Pikmin)
27A0 Ai no Uta (French Version)
27A1 WarioWare, Inc.
27A2 WarioWare, Inc. Medley
27A3 Mona Pizza's Song (Japanese Version)
27A4 Mona Pizza's Song (English Version)
27A5 Mike's Song (Japanese Version)
27A6 Mike's Song (English Version)
27A7 Ashley's Song (Japanese Version)
27A8 Ashley's Song (English Version)
27B3 Title (Animal Crossing)
27B4 Go K.K. Rider!
27B5 2:00 a.m.
27B6 "RADIOTAISO" {silent} [NAMELESS]
27B7 The Roost
27B8 Town Hall and Tom Nook's Store
27B9 K.K. Crusin'
27BA K.K. Western
27BB K.K. Gumbo
27BC Rockin' K.K.
27BD DJ K.K.
27BE K.K. Condor
27BF Underworld
27C0 Title (Kid Icarus)
27C1 Skyworld
27C2 Kid Icarus Original Medley
27C3 Famicom Medley
27C4 Gyromite
27C5 "SPORTSMEDLEY" {silent} [NAMELESS]
27C6 Chill (Dr. Mario)
27C7 Clu Clu Land
27C8 Balloon Trip
27C9 Ice Climber
27CA Shin Onigashima
27CB Title (3D Hot Rally)
27CC Tetris: Type A
27CD Tetris: Type B
27CE Tunnel Scene (X)
27CF Power-Up Music
27D0 Douchuumen (Nazo no Murasamejo)
27D1 "WILDTRACKS" {silent} [NAMELESS]
27D2 PictoChat
27D3 "ELECTRO" {Hanenbow's "music" which is just the water noise} [NAMELESS]
27D4 Flat Zone 2
27D5 Mario Tennis / Mario Golf
27D6 Lip's Theme (Panel de Pon)
27D7 Marionation Gear
27D8 Title (Big Brain Academy)
27D9 Golden Forest (1080Snowboarding)
27DA Mii Channel
27DB Wii Shop Channel
27DC Battle Scene / Final Boss (Golden Sun)
27DD Shaberu! DS Cooking Navi
27DE Excite Truck
27DF Brain Age: Train Your Brain in Minutes a Day
27E0 Opening Theme (Wii Sports)
27E1 Charge! (Wii Play)
27E2 "MAINTHEME" {silent} [NAMELESS]
27E3 Encounter
27E4 Theme of Tara
27E5 Yell "Dead Cell"
27E6 Snake Eater (Instrumental)
27E7 MGS4 Theme of Love Smash Bros. Brawl Version
27E8 Cavern
27E9 Battle in the Base
27EA "BEATMANIA" {silent} [NAMELESS]
27EB Theme of Solid Snake
27EC Calling to the Night
27ED Credits (Super Smash Bros.)
27EE Menu (Super Smash Bros. Melee)
27EF Opening (Super Smash Bros. Melee)
27F0 "HOWTOPLAY" {silent} [NAMELESS]
27F1 "DXTERMINAL" {Final Destination's subtly different music when you fight Master Hand in Classic} [NAMELESS]
27F2 Green Hill Zone
27F3 Scrap Brain Zone
27F4 Emerald Hill Zone
27F5 Angel Island Zone
27F6 "UCANDO" {silent} [NAMELESS]
27F7 Sonic Boom
27F8 Super Sonic Racing
27F9 Open Your Heart
27FA Live & Learn
27FB Sonic Heroes
27FC Right There, Ride On
27FD HIS WORLD (Instrumental)
27FE Seven Rings In Hand
27FF Princess Peach's Castle (Melee)
2800 Rainbow Cruise (Melee)
2801 Jungle Japes (Melee)
2802 Brinstar Depths (Melee)
2803 Yoshi's Island (Melee)
2804 Fountain of Dreams (Melee)
2805 Green Greens (Melee)
2806 Corneria (Melee)
2807 Pokémon Stadium (Melee)
2808 Poké Floats (Melee)
2809 Big Blue (Melee)
280A Mother (Melee)
280B Icicle Mountain (Melee)
280C Flat Zone (Melee)
280D Super Mario Bros. 3 (Melee)
280E Battle Theme (Melee)
280F Fire Emblem (Melee)
2810 Mach Rider (Melee)
2811 Mother 2 (Melee)
2812 Dr. Mario (Melee)
2813 Battlefield (Melee)
2815 Multi-Man Melee 1 (Melee)
2816 Temple (Melee)
2817 Final Destination (Melee)
2818 Kong Jungle (Melee)
2819 Brinstar (Melee)
281A Venom (Melee)
281B Mute City (Melee)
281C Menu (Melee)
281D Giga Bowser (Melee)
281E: {silent} [NAMELESS]
281F Adventure Map
2820 Step: The Plain
2821 Step: The Cave
2822 Step: Subspace
2823 Boss Battle Song 1
2824 {SSE Results} [NAMELESS]
2825 Boss Battle Song 2
2826 Save Point
2827 {SSE DK Jungle} [NAMELESS]
2828 {SSE Luigi Mansion} [NAMELESS]
2829 {Halberd Interior} [NAMELESS]
282A {SSE Data Select} [NAMELESS]
282B {SSE Brinstar} [NAMELESS]
282C Step: Subspace Ver.2
282D Step: Subspace Ver.3
282E {Halberd Moving} [NAMELESS]
282F: {a very quiet and monotonous noise} [NAMELESS]
---All tracks from here on are non-looping and nameless---
2830 through 283C: {silent}
283D: {Mario victory music (Mario version)}
283E: {Donkey Kong victory music (Donkey Kong version)}
283F: {Zelda victory music (Link version)}
2840: {Metroid victory music (Samus version)}
2841: {Yoshi victory music}
2842: {Kirby victory music (Kirby version)}
2843: {Star Fox victory music (Fox/Wolf version)}
2844: {Pokemon victory music (Pikachu version)}
2845: {Mario victory music (Luigi version)}
2846: {F-Zero victory music}
2847: {EarthBound victory music (Ness version)}
2848: {Mario victory music (Bowser version)}
2849: {Mario victory music (Peach version)}
284A: {Zelda victory music (Zelda version)}
284B: {Zelda victory music (Sheik version)}
284C: {Ice Climber victory music}
284D: {Fire Emblem victory music (Marth version)}
284E: {Game & Watch victory music}
284F: {Star Fox victory music (Falco version)}
2850: {Zelda victory music (Ganondorf version)}
2851: {Wario victory music}
2852: {Meta Knight victory music}
2853: {Kid Icarus victory music}
2854: {Metroid victory music (Zero Suit Samus version)}
2855: {Pikmin victory music}
2856: {EarthBound victory music (Lucas version)}
2857: {Donkey Kong victory music (Diddy Kong version)}
2858: {Pokemon victory music (Pokemon Trainer version)}
2859: {Kirby victory music (King Dedede version)}
285A: {Pokemon victory music (Lucario version)}
285B: {Fire Emblem victory music (Ike version)}
285C: {R.O.B. victory music}
285D: {Pokemon victory music (Jigglypuff version)}
285E: {Pokemon victory music (Mewtwo version?)}
285F: {Fire Emblem victory music (Roy version?)}
2860: {Zelda victory music (Toon Link version)}
2861: {Metal Gear victory music}
2862: {Sonic victory music}
2863: {Game Over music (before choice)}
2864: {Game Over music (did not continue)}
2865: {silent}
2866: {silent}
2867: {"get trophy" noise}
2868: {"get rare item" noise}
2869: {"money cashing" noise (no idea where it's from; spectator? coin launcher?)}
286A: {"get item" noise (one of them...)}
286B: {"get item" noise (one of them...)}
And may I suggest that the CSS codes that were created be added to the OP? Would help a lot of us.


The following codes have to be off:
*Custom Victory Themes v1.2
*Characters have 10 Costumes [All Chars+] [Mewtwo2000, ASF1nk]
*Costume Color offset FIX v2 [ASF1nk, Mewtwo2000]
*New Wario's own Costume offset v2 [12 Costumes] [ASF1nk, Mewtwo2000]
*All Roster has Costume Offset FIX. v3
*Jigglypuff System Name Change v2 [ASF1nk] ("Jigglypuff" -> "Mewtwo")
*Lucas System Name Change v2 [ASF1nk] ("Lucas" -> "Scott Pilgrim")
*Ness System Name Change v2 [ASF1nk] ("Ness" -> "Megaman")
*Yoshi System Name Change v2 [ASF1nk] ("Yoshi" -> "Roy")
*Everything else Cbliss; it's made largely obsolete

*Redundant and/or obsolete as you can edit these with the BrawlEx Config files, not to mention they clash with BrawlEx

Also you can edit song names via info.pac and info_training.pac.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 06:59:08 PM
HaloFan. replace the bx_fighter.rel in the pack with the Newest one from the BrawlEx download


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 05, 2014, 07:00:49 PM
HaloFan. replace the bx_fighter.rel in the pack with the Newest one from the BrawlEx download

Did it.
Result: Crash on the CSS.
6 consecutive times.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 05, 2014, 07:01:44 PM
The following codes have to be off:
*Custom Victory Themes v1.2
*Characters have 10 Costumes [All Chars+] [Mewtwo2000, ASF1nk]
*Costume Color offset FIX v2 [ASF1nk, Mewtwo2000]
*New Wario's own Costume offset v2 [12 Costumes] [ASF1nk, Mewtwo2000]
*All Roster has Costume Offset FIX. v3
*Jigglypuff System Name Change v2 [ASF1nk] ("Jigglypuff" -> "Mewtwo")
*Lucas System Name Change v2 [ASF1nk] ("Lucas" -> "Scott Pilgrim")
*Ness System Name Change v2 [ASF1nk] ("Ness" -> "Megaman")
*Yoshi System Name Change v2 [ASF1nk] ("Yoshi" -> "Roy")
*Everything else Cbliss; it's made largely obsolete

*Redundant and/or obsolete as you can edit these with the BrawlEx Config files, not to mention they clash with BrawlEx

Also you can edit song names via info.pac and info_training.pac.
Would that fix my game from freezing after I choose it from CFG USB Loader?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 05, 2014, 07:02:38 PM
It should assuming your CSS is proper and you have the updated bx_fighter.rel in your module folder.


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 05, 2014, 07:06:38 PM


Since everyone is having trouble getting BrawlEx to work, might as well share my setup so you guys get an idea of how stuff works.

My pack has 8 filler PSAs for Marth[Roy], Ike[Cloud], Link[Zero], Lucario[KidBuu], Snake[Deadpool], Pit[Waluigi], Wolf[Wolverine], and Sonic[Shadow] leftover from my CE.
It includes all cosmetics including their own separate franchise icons, as well as their own victory themes and announcer calls. It even contains a true de-cloned Roy where the GFX don't mess up [Should write a tutorial soon]. As well as extra costumes for Fox ala cBliss. :P
Welp, nevermind. I don't need to upload any pack. ASF1nk already has a way more advanced version of what I was going to upload


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 05, 2014, 07:08:51 PM
Welp, nevermind. I don't need to upload any pack. ASF1nk already has a way more advanced version of what I was going to upload

Freezes at the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: Convour on January 05, 2014, 07:18:00 PM
Freezes at the CSS.
Ok, I'll upload mine anyway. It's nowhere near as complicated, though. No fancy character replacements or anything.

Ok, this is basically a copy of my sd card that is made solely for the clone engine. I made this as sort of a template for those who either have been too lazy to do it yourself, or for those who can't figure them out. All you have to do is replace the [character]ex files. As far as CSP's and Announcer calls and whatnot, you have to do that yourself too. Each character with a v1.1 module available with BrawlEx has been cloned. The config.dat is used for gecko to automatically load the AXNextFrame hook type, necessary for BrawlEx.

It has been tested thoroughly in both dolphin and the Wii. The only issue I've found is a bug that no one has seemed to report yet. Using teams seems to mess BrawlEx up.

Pack: http://www.mediafire.com/download/s3n04ne0f63grt5/CLONE+ENGINE%21%21%21.zip (http://www.mediafire.com/download/s3n04ne0f63grt5/CLONE+ENGINE%21%21%21.zip)

I suggest using Ultraxwing's Character PSA Repository for PSA's to use: http://forums.kc-mm.com/index.php?topic=65218.msg1210249 (http://forums.kc-mm.com/index.php?topic=65218.msg1210249)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 07:20:34 PM
Freezes at the CSS.

how are you loading the game?

did you try axframenext? it fixes alot of problems. i downloaded ASF's pack, and it worked after replacing bx_fighter. make sure that you started new when you used his pack. (erased everything on your sd AFTER making a backup). as some things could be conflicting.

if all else fails, would you mind uploading a .zip of your sdcard for me to look at?

PM me the link if you do


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 05, 2014, 07:31:19 PM
how are you loading the game?

did you try axframenext? it fixes alot of problems. i downloaded ASF's pack, and it worked after replacing bx_fighter. make sure that you started new when you used his pack. (erased everything on your sd AFTER making a backup). as some things could be conflicting.

if all else fails, would you mind uploading a .zip of your sdcard for me to look at?

PM me the link if you do

This is what I did:

1. I removed everything of my SD card and included ASF1nk's pack.
2. Replaced the bx_fighter.rel with the newest one.
3. Started my Wii and Launched Gecko using the Default hook.
Result: Too many Marios.

Then I decided to use the hook you said.
Result: Game freezes at the CSS.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 07:37:34 PM
This is what I did:

1. I removed everything of my SD card and included ASF1nk's pack.
2. Replaced the bx_fighter.rel with the newest one.
3. Started my Wii and Launched Gecko using the Default hook.
Result: Too many Marios.

Then I decided to use the hook you said.
Result: Game freezes at the CSS.

hmm..if you'd like i could take a looksee at your sd, if it works on my end, then there must be some strange glitch involving your setup.

if it doesn't, i'll find whats wrong, and tell you what to do to fix it as well.

but thats only if you'd like. you could upload it somewhere and send me the link via PM.


Title: Re: The BrawlEx Clone Engine
Post by: Ricky (Br3) on January 05, 2014, 07:41:07 PM
I have one question about compatibility...

Dantarion had made a code that expanded the brstm slots, called Custom Sound Engine. Does it need to be removed for this to work?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 07:44:51 PM
I have one question about compatibility...

Dantarion had made a code that expanded the brstm slots, called Custom Sound Engine. Does it need to be removed for this to work?

it shouldn't...but if you get problems, its something to look into


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 05, 2014, 08:01:03 PM
Hey ASF. How do you change the victory music slot that is loaded for the characters?


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 05, 2014, 08:14:56 PM
Hey ASF. How do you change the victory music slot that is loaded for the characters?
Read the OP PW updated closely. :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 08:16:51 PM
yep :p slot config 0x20 = victory fanfare

basically open up slot config in a hex editor, and change the number at 0x20

what to change it to..? i dont particularly know


Title: Re: The BrawlEx Clone Engine
Post by: Kage Ryu on January 05, 2014, 08:30:32 PM
yep :p slot config 0x20 = victory fanfare

basically open up slot config in a hex editor, and change the number at 0x20

what to change it to..? i dont particularly know
There's an sfx ID list I have that I think came with the download for PSA 1.90 and 2.70 (I assume it came with them, since I have the list in the same folder as those programs). Between 283D and 2862 are the IDs for the victory music sounds. Change it to something between those.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 05, 2014, 08:35:53 PM
Read the OP PW updated closely. :)
Blah. I suck at reading.

Opened it up in HxD (hex editor I used). Know jack [censored] about hexing, so I'm at a dead end x-x


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 05, 2014, 08:47:04 PM
Loaded up ASF's pack, replaced Kid Buu with Mewtwo and Deadpool with Master Chief with 0 issues. Go to replace Wolverine with Lloyd, and now I get a freeze when I hover over Lloyd's or Waluigi's icon. Grah.


Title: Re: The BrawlEx Clone Engine
Post by: Segtendo on January 05, 2014, 08:51:51 PM
Actually, I wanted to say: ASF's pack gave me more slots. However, they're all Mario icons and I haven't gotten in-game to test it yet.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 09:07:00 PM
Actually, I wanted to say: ASF's pack gave me more slots. However, they're all Mario icons and I haven't gotten in-game to test it yet.


did you replace the bx_fighter module with the one from the newest BrawlEx download? that should fix the mario slots.

EDIT:

ooooo look what i learned how to do :D


(http://i.imgur.com/MewDXaf.png)


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 09:17:42 PM
did you replace the bx_fighter module with the one from the newest BrawlEx download? that should fix the mario slots.

EDIT:

ooooo look what i learned how to do :D


([url]http://i.imgur.com/MewDXaf.png[/url])


O.o
does that mean more than 50?
and are those edits in the secharacter pac or int css config?

also working on getting gigabowser into the roster with his own fighter config.
but for today im going to take a break
yesterday i didnt sleep til like 4 am working with brawl EX lol


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 09:22:56 PM
O.o
does that mean more than 50?
and are those edits in the secharacter pac or int css config?

yep, look in miscdata [30], open anmchr. then go to MenSelchrPos_TopN__0 and change scale to 0.75 (or whatever you want) 1 is the normal sized css icon. the it goes pos1 for slot 1, pos2 for slot 2 etc etc. BUT NOT cpos. thats something else. most likely the player 1 2 3 and 4 screen where the csp shows up

idk if it changes extra slots yet.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 05, 2014, 09:24:13 PM
O.o
does that mean more than 50?
and are those edits in the secharacter pac or int css config?

also working on getting gigabowser into the roster with his own fighter config.
but for today im going to take a break
yesterday i didnt sleep til like 4 am working with brawl EX lol
Ooo, you should include that with either ASFs, or Convours stuff. But anywhom, take your rest. o;


Title: Re: The BrawlEx Clone Engine
Post by: Don Jon Bravo on January 05, 2014, 09:29:57 PM
@sammi
i posted a css code with 50 characters somewhere in the first pages
may be easy for u to use if u want to add 10 more characters to that for testing
Ooo, you should include that with either ASFs, or Convours stuff. But anywhom, take your rest. o;
sure will, though work may be canceled out here because of the weather so ill have some more time


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 05, 2014, 09:31:48 PM
Finally got it to work.
And it could last 3 fights (because I decided to quit).

Now I need to test it with CSP modifications, because I still want Goku over Pit and Master Chief over Snake (still having Waluigi and Deadpool in their own slots).
As well as Sephiroth, but still have Roy.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 05, 2014, 09:33:00 PM
sure will, though work may be canceled out here because of the weather so ill have some more time
Yeah, it's getting bad here too. But even so, take your time. I'm sure it'll be worth it once your done.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 10:21:01 PM
it does affect the exslots. cool. that means you can set the size of the slot after you configure the slot in the css code. i should be able to make it fit 100 lol.

 or more...possibly. i wonder if there's like, a memory limitation for this. the configs only take up 22 KB for 1 clone of every character in the game. not including the rels


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 05, 2014, 10:29:36 PM
it does affect the exslots. cool. that means you can set the size of the slot after you configure the slot in the css code. i should be able to make it fit 100 lol.

 or more...possibly. i wonder if there's like, a memory limitation for this. the configs only take up 22 KB for 1 clone of every character in the game. not including the rels

What affects the ExSlots?


Title: Re: The BrawlEx Clone Engine
Post by: ShinF on January 05, 2014, 10:31:10 PM
What affects the ExSlots?

This. v
ooooo look what i learned how to do :D

([url]http://i.imgur.com/MewDXaf.png[/url])


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 05, 2014, 10:46:21 PM
 the new thing im gonna work on, is allowing it to go over 50.

i do believe that it CAN'T go passed 50.

 because in sc_selcharacter.pac each slot has a bone, animation, and visibility entry attached to it. there are only 50 of them....in theory it should be possible to add them.


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 06, 2014, 12:01:12 AM


Since everyone is having trouble getting BrawlEx to work, might as well share my setup so you guys get an idea of how stuff works.

My pack has 8 filler PSAs for Marth[Roy], Ike[Cloud], Link[Zero], Lucario[KidBuu], Snake[Deadpool], Pit[Waluigi], Wolf[Wolverine], and Sonic[Shadow] leftover from my CE.
It includes all cosmetics including their own separate franchise icons, as well as their own victory themes and announcer calls. It even contains a true de-cloned Roy where the GFX don't mess up [Should write a tutorial soon]. As well as extra costumes for Fox ala cBliss. :P


ASF1nk's BrawlEx Pack ([url]https://www.dropbox.com/s/99m4g1a3efh6xuo/ASF1nks%20BrawlEx%20Pack.rar[/url])

([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-6x-1.png[/url])
([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-8x-1.png[/url])
([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-10x-1.png[/url])
([url]http://i105.photobucket.com/albums/m202/antjor_s38/00000000-11x-1.png[/url])




The pack comes with codes to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.

Code:
Result Camera Engine [ASF1nk]
80000000 80B29750
80000001 80586100
8A03FC01 00000000
049367D0 3CA08058
049367D8 38A56100
04936B24 3C808058
04936B2C 38846100
049367D4 380000FF

ResultCam Data for 3F [Roy][ASF1nk]
065864FC 00000014
0000003F 3F800000
40E00000 40C00000
40C00000 00000000

ResultCam Data for 40 [Cloud] [ASF1nk]
06586510 00000014
00000040 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 41 [Zero] [ASF1nk]
06586524 00000014
00000041 3F800000
40C00000 40F00000
40E00000 00000000

ResultCam Data for 42 [KidBuu] [ASF1nk]
06586538 00000014
00000042 3F866666
40C00000 40C00000
40400000 00000000

ResultCam Data for 43 [Deadpool] [ASF1nk]
0658654C 00000014
00000043 3F8A3D71
4114CCCD 4114CCCD
4114CCCD 00000000

ResultCam Data for 44 [Waluigi] [ASF1nk]
06586560 00000014
00000044 3F800000
3FC00000 40E00000
40800000 00000000

ResultCam Data for 45 [Wolverine] [ASF1nk]
06586574 00000014
00000045 3F800000
40F00000 40E00000
40200000 00000000

ResultCam Data for 46 [Shadow] [ASF1nk]
06586588 00000014
00000046 3F7851EC
40900000 40900000
40600000 00000000

ResultCam Data for XX [ASF1nk]
06586588 00000014
000000XX YYYYYYYYY
ZZZZZZZZ VVVVVVVV
SSSSSSSS 00000000

XX = Character ID
YYYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000]
ZZZZZZZZ = 1st Winning animation float Value moves camera up/down.
VVVVVVVV = 2nd Winning animation float value moves camera up/down.
SSSSSSSS = 3rd Winning animation float value moves camera up/down.

Floating point to hex converter ([url]http://gregstoll.dyndns.org/~gregstoll/floattohex/[/url])

To add new Camera data codes for new clones, just copy and paste the last camera code you have and add 14 hex to the first word and edit the character ID and float values accordingly.

Ex. Making a Camera data slot for Character ID 47 you take the first word from slot 46 06586588 and add 0x14 to it. You end up with 658659C.

So the new slot should look like this:
ResultCam Data for 47 [ASF1nk]
0658659C 00000014
00000047 XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX 00000000

-------------------------------------------------------------------------------------------------
By the way for those of you wondering about cBliss, BrawlEx has it's own way of doing extra costumes so cBliss is not needed any more.

What you need to do is using the Config Utility edit the fighter.dat and check the boxes of the costumes you want.

If you take a look at the fox Fighter.dat in my pack under Colors, you can see I checked the boxes 6, 7, 8, 9.

([url]http://i105.photobucket.com/albums/m202/antjor_s38/Foxfighter10.png[/url])

You then need to open the CSSslot.dat on a hex editor and staring from offset 0x20 those are the costumes.
you need to add the color and the .pac number. before the '0C' terminator.

The format for the costumes is 2 bytes, 1st byte is the color and 2nd byte is the costume. Costume is the number you would use for your .pac.

No extra costumes
([url]http://i105.photobucket.com/albums/m202/antjor_s38/foxxx-2.png[/url])

4 extra costumes
([url]http://i105.photobucket.com/albums/m202/antjor_s38/foxxx1.png[/url])

Remember the 0C byte is what tells the game to stop reading the values so every costumes you add needs to go before the 0C.

Anyways, since I'm fairly knowledgeable on the subject, I'll help a little answering all of your questions. There is too much confusing in here right now.


EDIT: When I made the pack I was using BrawlEx v1.1.0.0 you should download BrawlEx v1.1.2.1 ([url]https://www.dropbox.com/s/td0tzjw2xjr6da4/BrawlEx%20v1.1.2.1.zip[/url]) and just grab the bx_fighter.rel from there and replace it in the module folder.



Ok, I have tried this pack and the others posted in this topic on my Wii using an SD card with nothing on it, and when I go to the stage builder like normal nothing happens. I have tried several different things like setting up all of the folders the way I previously had them(I've noticed these packs are set up differently). So do these only work on Dolphin, or am I just missing something obvious? I've put back Project M 3.0 and it loads fine so I know it's not a problem with my SD card or Wii or anything.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:04:38 AM
take the gameconfig.txt, and boot.elf from your the root of your project M stuff, and put them on the sdcard. then go to stagebuilder.

then everything should work smoothly :p


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 06, 2014, 12:05:51 AM
take the gameconfig.txt, and boot.elf from your the root of your project M stuff, and put them on the sdcard. then go to stagebuilder.

then everything should work smoothly :p

Tried that, still didn't work.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 06, 2014, 12:13:28 AM
Tried that, still didn't work.

Keep trying. I could get it after a few tries.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:18:43 AM
Tried that, still didn't work.

i assume you have used this stacksmash method of loading before..right?

i dont personally use stacksmash...so i dont know the ins and outs of it. :/


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 12:19:36 AM
Ok, well i tried to clone Peach to make Rosalina. The slot I used is 3F and I have all the things configured correctly, if I'm not mistaken. I gave rosalina 1 more costume than Peach, but when I go to css, It's a random. I've heard this is a common error, and i restarted 10 times. I have no idea what im doing wrong :(


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:23:12 AM
oh, you may need to make a folder in private/wii/app/rsbe called 'st' and copy the contents from the same directory on your project m setup to the new folder

Ok, well i tried to clone Peach to make Rosalina. The slot I used is 3F and I have all the things configured correctly, if I'm not mistaken. I gave rosalina 1 more costume than Peach, but when I go to css, It's a random. I've heard this is a common error, and i restarted 10 times. I have no idea what im doing wrong :(

have you tried one of my video tutorials on the OP of the forum? near the bottom under 'video tutorial'
it might help alot.

The random icon means that brawlEx either isn't started, or that the files were configured wrong.


also, how are you loading the game?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 12:26:48 AM
I'm using smash stack and yes, I was watching your video to actually try it. Maybe I just need to retry it.


Title: Re: The BrawlEx Clone Engine
Post by: Jade_Rock on January 06, 2014, 12:35:40 AM
Did you set the hook type in gecko options to axnextframe?

Do that and try a couple of times.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:36:53 AM
I'm using smash stack and yes, I was watching your video to actually try it. Maybe I just need to retry it.

so, your able to boot from custom stages into gecko, right?
if it doesn't work and all else fails, try changing your hooktype to axframenext.

if that still doesn't work, you may want to try downloading ASF's pack a few pages back in this thread.

EDIT: lol, thanks jade. your on it. beat me to it :P


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 12:37:08 AM
The what?!


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:38:51 AM
The what?!

in gecko. go to config options and change the hooktype from default the axnextframe


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 12:39:53 AM
... Ok so how wooly of one go about find this and doing it?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:41:33 AM
... Ok so how wooly of one go about find this and doing it?

when you go to custom stages, does it boot up gecko os?


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 12:42:31 AM
Yes. I can get everything to load except the correct character select screen


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 06, 2014, 12:45:44 AM
Hey Sammi-Husky you've posted 3 great tutorials so far but I can't get the CSPs to work, and I've figured it's one of two issues.

1. I am using the original disk of brawl and gecko I remember reading somewhere that some files aren't replaceable from the original disk CSPs being one of them , if so I can easily rip an ISO.
or
2. I was following your vBrawl tutorial step by step (Except I used Marth Not Lucas) and you gave him the number 91, so I did too, I followed your Cosmetic slot tutorial the same way and added 1 to each of the values (because you said you were using Cosmetic slot 90)  I tried changing Marth's ID to 90 to fix it but the menu still doesn't load at all.

Roy worked from your vBrawl tutorial but after I did the CSP stuff it stopped working. So if the official disk isn't the problem I'll just start over from scratch.


Title: Re: The BrawlEx Clone Engine
Post by: ToadKart on January 06, 2014, 12:49:13 AM
oh, you may need to make a folder in private/wii/app/rsbe called 'st' and copy the contents from the same directory on your project m setup to the new folder

That's what it was! Ugh, figured it would probably be something simple. Thanks. :)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:58:48 AM
Hey Sammi-Husky you've posted 3 great tutorials so far but I can't get the CSPs to work, and I've figured it's one of two issues.

1. I am using the original disk of brawl and gecko I remember reading somewhere that some files aren't replaceable from the original disk CSPs being one of them , if so I can easily rip an ISO.
or
2. I was following your vBrawl tutorial step by step (Except I used Marth Not Lucas) and you gave him the number 91, so I did too, I followed your Cosmetic slot tutorial the same way and added 1 to each of the values (because you said you were using Cosmetic slot 90)  I tried changing Marth's ID to 90 to fix it but the menu still doesn't load at all.

Roy worked from your vBrawl tutorial but after I did the CSP stuff it stopped working. So if the official disk isn't the problem I'll just start over from scratch.

The CSP's tutorial is actually outdated and will be replaced soon to include CSS icons. though if you still want to get custom CSP's you will need to use a sc_selcharacter.pac that's not from the original game.

I have no idea why, but the game freaked out when i tried to load the one i ripped from my iso.

here is one that don jon bravo provided  here  (https://docs.google.com/file/d/0B2G9p_N3oTiaZHJ2V1kzVmVyckU/edit?pli=1)

it has all the stuff added to it for extra csp's but they're labled 61 62 63 etc etc. you should probably delete those if you wanna get a real good understanding on how to make your own.

or you can download ASF's pack a few pages back, that will actually have roy in it with css icon, and CSP's


That's what it was! Ugh, figured it would probably be something simple. Thanks. :)

your welcome. happy to help :)


Title: Re: The BrawlEx Clone Engine
Post by: PhantomWings on January 06, 2014, 01:19:57 AM
did you replace the bx_fighter module with the one from the newest BrawlEx download? that should fix the mario slots.

EDIT:

ooooo look what i learned how to do :D


([url]http://i.imgur.com/MewDXaf.png[/url])


Pfffft, that's so last generation.

CSS Organizer v2.0 (https://www.dropbox.com/s/d37xn5kl44ucupw/CSS%20Organizer%202.0.zip?m=)

This one's one of my older ones actually, but while it doesn't have a whole lot of polish, it does get the job done. Also, despite what it may seem, you can't actually change which icon is associated with which character using this. It also uses a rather archaic version of BrawlLib, so don't be surprised if it does anything funny.


Anyways, the main issue with adding more than 50 characters to the CSS is that only 50 of those bones actually exist. If you try to add more, there's no bone to attach them to and the Character Select Screen crashes. There may be other things that you need to add as well, but that will require a little research to find out.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 01:29:28 AM
Pfffft, that's so last generation.

CSS Organizer v2.0 (https://www.dropbox.com/s/d37xn5kl44ucupw/CSS%20Organizer%202.0.zip?m=)

This one's one of my older ones actually, but while it doesn't have a whole lot of polish, it does get the job done. Also, despite what it may seem, you can't actually change which icon is associated with which character using this. It also uses a rather archaic version of BrawlLib, so don't be surprised if it does anything funny.


Anyways, the main issue with adding more than 50 characters to the CSS is that only 50 of those bones actually exist. If you try to add more, there's no bone to attach them to and the Character Select Screen crashes. There may be other things that you need to add as well, but that will require a little research to find out.

hah, i messed around with the idea to use your CSS organizer as well. the reason i didn't tell people to use it was that it couldn't assign the slots an ID like the CSS code can. :D

im fairly confident that i will be able to figure out all the things that need to be added along with the bones.

i wish that brawlbox had the ability to add new rsar nodes, then i could experiment with adding new sounds as well, but alas, that wont be possible unless i find a manual way to add the nodes.


also, im officially a mega kitten   :af2:


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 01:36:27 AM
Well I reviewed you tutorial and redid everything. But when I get to CSS, it freezes. Any Idea :(


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 01:45:52 AM
Well I reviewed you tutorial and redid everything. But when I get to CSS, it freezes. Any Idea :(

If your using a stock sc_selcharacter.pac straight from the iso it will crash. It did for me at least. Try editing the one I linked in the post I replied to u with


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 01:47:41 AM
OK, I'll try it. Thanks for helping me


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 02:03:02 AM
Sure thing, happy to help. lemme know if that doesn't work


Title: Re: The BrawlEx Clone Engine
Post by: Rosetta-Hime on January 06, 2014, 02:06:46 AM
Is it suppose to say "Receiving Vault Data..."


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 06, 2014, 03:09:34 AM
Is it suppose to say "Receiving Vault Data..."

No it isn't.
I tried this on Dolphin and on instances where it works and doesn't, it simply doesn't do that if you have a more up to date version of dolphin, whether or not you have save data.


Title: Re: The BrawlEx Clone Engine
Post by: ASF1nk on January 06, 2014, 05:04:27 AM
For the people using my pack you need to use the bx_fighter.rel in  BrawlEx v1.1.2.0 (https://www.dropbox.com/s/rqki64y7zbw3oei/BrawlEx%20v1.1.2.0.zip) not v1.1.2.1 that's my bad.
v1.1.2.1 is only for people loading off an edited ISO. That's what was causing the Mario Icons.

Also for convenience...

Troubleshooting Freezes:

Strap screen = Codes: check your byte counts.
Loading Screen = File size limit: Check common5.pac [~11.639MB] / info.pac [~390KB]
Entering CSS = CSS File Size limit: sc_selcharacter limit ~3.79MB.
Hovering over Icon = Missing CSPs/Bad CSPs
Selecting Character = Character.pacs File size limit [Note changing costumes by pressing Y/X also loads the character]
After selecting a stage = Missing files: Could be anything from missing .pacs or BPs for P1. Bad Module: Check you Module ID and Character ID.
In-game = Missing Battle Portraits: Easy to tell by looking which BPs didn't load when it froze[pf\info\portrite\] / PSA: A lot of PSAs in the vault are buggy and incomplete always read the Submitter notes/thread!
Result screen = Missing result screen portraits [RSPs][pf\menu\common\char_bust_tex\]

Notes: the sc_slecharacter inside common5.pac has priority over the one in Menu2. I highly suggest to only use the sc_selcharacter.pac in menu2 for the sake of editing and testing. Common5.pac gets loaded at start up and you have to restart your Wii every time you make changes. With the menu2 one you can simply take out the SD card apply your changes insert back in and refresh the CSS.

I highly recommend to ditch your old codesets until you get a good grasp of how BrawlEx works. Once you do master BrawlEx, it will be easier to implement it back into your personal codeset.

Also new cosmetics and teams are broken right now.

And that's all I can think of right now.


Title: Re: The BrawlEx Clone Engine
Post by: SpoonTheMan on January 06, 2014, 08:05:15 AM

new cosmetics and teams are broken right now.


What exactly do you mean by cosmetics being broken? They are clearly working based on the imagery in the post for your pack >.>


Title: Re: The BrawlEx Clone Engine
Post by: Unkown Kokiri on January 06, 2014, 09:15:56 AM
this was probly asked already does it work with riivo?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 10:41:18 AM
this was probly asked already does it work with riivo?

No, believe me, I've tried.


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 06, 2014, 11:52:14 AM
Here's everything on my SD Card. https://www.mediafire.com/?s1nywb91alw6ace (https://www.mediafire.com/?s1nywb91alw6ace)

Could someone be awesome and take a look at it and tell me what's wrong with Waluigi and Lloyd? The game freezes when I hover over their icon.
In addition, could someone be cool and add a Peach slot with it's own cosmetics with the filename of Daisy? I don't mind replacing all the files and stuff myself I just can't get it to work without a freeze.


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 06, 2014, 11:56:40 AM
Okay so I tried Don Jon Bravo's Selectcharacter.pac file and it works... kinda, the menu actually loads the problem is the dreaded extra random icon now appears, I literally tested it right before and only changed the cosmetic value to 5A (90) which is the ID I gave him, odd... I'm going to go back in and check if I named something wrong but for now I'm really confused I'm usually pretty decent at this kind of thing.



Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:07:14 PM
Okay so I tried Don Jon Bravo's Selectcharacter.pac file and it works... kinda, the menu actually loads the problem is the dreaded extra random icon now appears, I literally tested it right before and only changed the cosmetic value to 5A (90) which is the ID I gave him, odd... I'm going to go back in and check if I named something wrong but for now I'm really confused I'm usually pretty decent at this kind of thing.

does it freeze when you go over the icon? if so, dont forget to set the compression of the new BRresource you made in sc_selcharacter.pac to lz77. in the tutorial video, that was what i did to fix it.

if it doesn't, that's normal because you haven't yet set it up to have a css icon. (i gotta get on that tutorial..)


Here's everything on my SD Card. https://www.mediafire.com/?s1nywb91alw6ace (https://www.mediafire.com/?s1nywb91alw6ace)

Could someone be awesome and take a look at it and tell me what's wrong with Waluigi and Lloyd? The game freezes when I hover over their icon.
In addition, could someone be cool and add a Peach slot with it's own cosmetics with the filename of Daisy? I don't mind replacing all the files and stuff myself I just can't get it to work without a freeze.

i'll take a look at the sdcard. idk if i can set up the extra peach slot though, im on my lunch break

neverless i'll still be here to help answer questions

EDIT: WinterAssassin, did you remove the Cosmetic ID's that he added to it? it's not necessary, but if you didn't the id is actually 3D


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 06, 2014, 12:22:24 PM
does it freeze when you go over the icon? if so, dont forget to set the compression of the new BRresource you made in sc_selcharacter.pac to lz77. in the tutorial video, that was what i did to fix it.

neverless i'll still be here to help answer questions

EDIT: WinterAssassin, did you remove the Cosmetic ID's that he added to it? it's not necessary, but if you didn't the id is actually 3D

It freezes when I go over the icon and I didn't delete the extra ones, but it'd probably be faster to delete em rather than go in an change all the IDs I got set up. How do you set up the compression method in Brawl box? that could also be the issue


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:25:22 PM
It freezes when I go over the icon and I didn't delete the extra ones, but it'd probably be faster to delete em rather than go in an change all the IDs I got set up. How do you set up the compression method in Brawl box? that could also be the issue

if you created a new one, called miscdata[90] then you can keep the cosmetic slot 5A. if that's the case, you probably didnt set the compression for that miscdata, which causes a crash.

just go to the miscdata[90] that you created and highlight it. in the box to the right of the screen, there should be some properties. under compression, change it to lz77


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 12:51:02 PM
 So I'm having this weird problem. I got all my characters to load. I am using ASF1's as a base. When I try to change the CSS screen it freeze. It works on the Vbrawl screen, but I want to make the clone engine on "The Grid CSS screen" I double checked everything and all i get is a freeze when trying to enter the CSS. The file size is 3.67 of the sc_selcharacter.pac so its not over file size.

Not only that, when I edited the css icons or names its freezes. I'm not even adding new icons just replacing.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 12:58:21 PM
So I'm having this weird problem. I got all my characters to load. I am using ASF1's as a base. When I try to change the CSS screen it freeze. It works on the Vbrawl screen, but I want to make the clone engine on "The Grid CSS screen" I double checked everything and all i get is a freeze when trying to enter the CSS. The file size is 3.67 of the sc_selcharacter.pac so its not over file size.

Not only that, when I edited the css icons or names its freezes. I'm not even adding new icons just replacing.

would you mind letting me take a look? it's probably something really small that got overlooked. there is so much stuff connected to each other in there, its scary lol


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 01:23:02 PM
 Ill right I'll send the working css screen and the one that isn't working. Let me get them loaded up


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 06, 2014, 01:26:27 PM
Aww no Compression didn't work Sammi-Husky,
 I really wish it was... but I can't find the issue, I even compressed it and it still gives me issues. I hate to ask because I like figuring these things out for myself but I need you to take a look at it, maybe you can find something. I still have a suspicion it's me using an actual disk though. I'll give you a link once it uploads
Here it is https://dl.dropboxusercontent.com/u/6481804/Private.zip


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 01:30:46 PM
Aww no Compression didn't work Sammi-Husky,
 I really wish it was... but I can't find the issue, I even compressed it and it still gives me issues. I hate to ask because I like figuring these things out for myself but I need you to take a look at it, maybe you can find something. I still have a suspicion it's me using an actual disk though. I'll give you a link once it uploads

mmkaaayy



ALSO: protip for anyone editing sc_selecharacter.

change the compression for all the cosmetic slots in the char_bust_tex to extended lz77.

saves 0.20 MB of space. :P


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 01:31:12 PM
Alright here it is.
http://www.mediafire.com/download/mh3n3vve15ttnd1/CSS.zip (http://www.mediafire.com/download/mh3n3vve15ttnd1/CSS.zip)

Now there are 3 files. The freezing grid, the grid (which I'm trying to get it to work on) and the original vbrawl that works.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 01:37:16 PM
WinterAssassin, this loads up fine for me, after you changed the compression, did you try hovering over the slot?

Alright here it is.
[url]http://www.mediafire.com/download/mh3n3vve15ttnd1/CSS.zip[/url] ([url]http://www.mediafire.com/download/mh3n3vve15ttnd1/CSS.zip[/url])

Now there are 3 files. The freezing grid, the grid (which I'm trying to get it to work on) and the original vbrawl that works.


i'll take a looksee


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 06, 2014, 01:38:31 PM
Here it is https://dl.dropboxusercontent.com/u/6481804/Private.zip thanks for taking time to check it out.


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 06, 2014, 01:46:50 PM
Hey sammi, would you be willing to take a look at my SD card and explain why the css icon is appearing as random still? It's not freezing, and he's fully playable. I thought I did it right, but its still not appearing.

No rush of course. You're helping other people right now. It's very much appreciated.

SD card (https://www.dropbox.com/s/diyhxk2dhyrwfah/sd.rar)


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 01:52:15 PM
Here it is [url]https://dl.dropboxusercontent.com/u/6481804/Private.zip[/url] ([url]https://dl.dropboxusercontent.com/u/6481804/Private.zip[/url]) thanks for taking time to check it out.


That's strange. it loads up for me, i didnt even change anything. did you hover over the slot after you changed the compression?

Hey sammi, would you be willing to take a look at my SD card and explain why the css icon is appearing as random still? It's not freezing, and he's fully playable. I thought I did it right, but its still not appearing.

No rush of course. You're helping other people right now. It's very much appreciated.

SD card ([url]https://www.dropbox.com/s/diyhxk2dhyrwfah/sd.rar[/url])


i'll take a looksee as well lol

Alright here it is.
[url]http://www.mediafire.com/download/mh3n3vve15ttnd1/CSS.zip[/url] ([url]http://www.mediafire.com/download/mh3n3vve15ttnd1/CSS.zip[/url])

Now there are 3 files. The freezing grid, the grid (which I'm trying to get it to work on) and the original vbrawl that works.


your freezing grid css is working for me as well, have you tried changing the hooktype to axnextframe?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 01:53:21 PM
Wow, Sammi, you're busy. lol.

Mario clones don't work for me. I'm working on a Wii Fit Trainer early beta and I was unable to clone her.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 01:55:09 PM
That&#039;s strange. it loads up for me, i didnt even change anything. did you hover over the slot after you changed the compression?

i&#039;ll take a looksee as well lol

your freezing grid css is working for me as well, have you tried changing the hooktype to axnextframe?
 :srs: Ya I did. I have no idea what is wrong.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 02:06:39 PM
Hey sammi, would you be willing to take a look at my SD card and explain why the css icon is appearing as random still? It's not freezing, and he's fully playable. I thought I did it right, but its still not appearing.

No rush of course. You're helping other people right now. It's very much appreciated.

SD card (https://www.dropbox.com/s/diyhxk2dhyrwfah/sd.rar)

it looks like you followed my tutorial for CSP's. and you did it perfectly right at that.

my tutorial doesn't explain how to give css icons. that's something that is gonna be in the tutorial i make today, that will replace that one. (it's also a terrible pain in the ass lol)

 :srs: Ya I did. I have no idea what is wrong.

hmm...could you post your css code? it may be causing shenanigans :P that's the only other thing i could think of as to why it would work for me but not you.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 06, 2014, 02:06:58 PM
i've been trying for alittle over 10 hours now to figure out why mewtwo's shadow ball article doesn't showup. I've tried switching CSS/and Slot configs with the other pokemon as well as rel files and fighter configs but still nothing. he just tries to charge the move and it cancels without any thing happening and the off chance that it fires an invisible ball ends up hitting the opponent. :2


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 06, 2014, 02:12:03 PM
it looks like you followed my tutorial for CSP's. and you did it perfectly right at that.

my tutorial doesn't explain how to give css icons. that's something that is gonna be in the tutorial i make today, that will replace that one. (it's also a terrible pain in the ass lol)

Kage posted a short explanation back on page 34 (last post reply 509) as to how to do it. I followed what he had said, but it still didn't work.

And I did it once before when replacing cloud/ike for lucina/marth in ASF1nks pack following his method. Is there a missing step?

I don't mind waiting for your next tutorial either. It just strikes me as strange that I had no issues replacing a clone with a different clone CSS and all, but I am with a new clone.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 02:12:46 PM
it looks like you followed my tutorial for CSP&#039;s. and you did it perfectly right at that.

my tutorial doesn&#039;t explain how to give css icons. that&#039;s something that is gonna be in the tutorial i make today, that will replace that one. (it&#039;s also a terrible pain in the ass lol)

hmm...could you post your css code? it may be causing shenanigans :P that&#039;s the only other thing i could think of as to why it would work for me but not you.
Yupp here you go.
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 0000002C
00010203 06070811
12091A0E 1716131B
21260D05 14101F25
200B270C 15242218
0A23193F 40414243
44454629 00000000


Title: Re: The BrawlEx Clone Engine
Post by: WintersAssassin on January 06, 2014, 02:14:19 PM
That's strange. it loads up for me, i didnt even change anything. did you hover over the slot after you changed the compression?

I tried it 3 more times using the folder I sent you every time it freezes over the Second ? mark icon. I'm going to guess it's an issue with loading from an actual disk, I'll try it from a USB loader once my ISO gets ripped. If it doesn't work then I have no idea, I guess I'll start over from square 1...


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 02:20:27 PM
it looks like you followed my tutorial for CSP&#039;s. and you did it perfectly right at that.

my tutorial doesn&#039;t explain how to give css icons. that&#039;s something that is gonna be in the tutorial i make today, that will replace that one. (it&#039;s also a terrible pain in the ass lol)

hmm...could you post your css code? it may be causing shenanigans :P that&#039;s the only other thing i could think of as to why it would work for me but not you.
Well I just rebuilt the Grid CSS. Now It works but all the CSS Icons are random boxes that don't freeze. The CSPs also show. What is wrong here?


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 06, 2014, 02:22:38 PM
Wow, Sammi, you're busy. lol.

Mario clones don't work for me. I'm working on a Wii Fit Trainer early beta and I was unable to clone her.

What slot do you need it on? I'll make one and send you the files. It won't have a custom CSS icon yet though. But I can do everything else at the moment.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 02:25:47 PM
What slot do you need it on? I'll make one and send you the files. It won't have a custom CSS icon yet though. But I can do everything else at the moment.

Slot 43.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 02:35:09 PM
Well I just rebuilt the Grid CSS. Now It works but all the CSS Icons are random boxes that don't freeze. The CSPs also show. What is wrong here?

the css icons wont show because you have to open miscdata[30], and open the AnmTexPat(NW4R), look for
MenSelchrFaceA_TopN__0. your going to have to edit A through I. the way to do that is to add an entry to both texture 0 folders inside face02 and face06. those entries you have to change to point to the CSS icon, and name respectively by changing 'texture' in the properties.

but you also have to change the frame index to match the Cosmetic ID of the character you added. For ASF's, the first one he added was for roy, and it was cosmetic ID [110]. change the frame index to 110+add a 1 to the end. so 1101.FOR ALL of the menselchrface entries A through I.

 then you have to change the properties of the menselchrface entries themself.

where it says frame count in the box to the right of the screen when highlighting MenSelchrFaceA_TopN__0, you have to change 'frame count' to match the number of the last entry you added+1 added to the end.
 if you copied ASF's its 118+ add 1 to the end.

I tried it 3 more times using the folder I sent you every time it freezes over the Second ? mark icon. I'm going to guess it's an issue with loading from an actual disk, I'll try it from a USB loader once my ISO gets ripped. If it doesn't work then I have no idea, I guess I'll start over from square 1...

well, let me know how that works. i honestly dont know if loading it from disk would give problems...it really shouldn't


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 06, 2014, 02:38:47 PM
Hello guys. Question, if I where to put the Goku PSA over cloned Pit how do I make the FitFinal, FitSpys, etc for him?..


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 02:39:57 PM
Hello guys. Question, if I where to put the Goku PSA over cloned Pit how do I make the FitFinal, FirSpys, etc for him?..

Just copy the Spy files from Falcon, and Pit's actual Final file.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 02:45:48 PM
the css icons wont show because you have to open miscdata[30], and open the AnmTexPat(NW4R), look for
MenSelchrFaceA_TopN__0. your going to have to edit A through I. the way to do that is to add an entry to both texture 0 folders inside face02 and face06. those entries you have to change to point to the CSS icon, and name respectively by changing &#039;texture&#039; in the properties.

but you also have to change the frame index to match the Cosmetic ID of the character you added. For ASF&#039;s, the first one he added was for roy, and it was cosmetic ID [110]. change the frame index to 110+add a 1 to the end. so 1101.FOR ALL of the menselchrface entries A through I.

 then you have to change the properties of the menselchrface entries themself.

where it says frame count in the box to the right of the screen when highlighting MenSelchrFaceA_TopN__0, you have to change &#039;frame count&#039; to match the number of the last entry you added+1 added to the end.
 if you copied ASF&#039;s its 118+ add 1 to the end.

well, let me know how that works. i honestly dont know if loading it from disk would give problems...it really shouldn&#039;t
DAMN that sounds complicated. I'll try though. lol

If I can't get it to work could you fix that?

Just copy the Spy files from Falcon, and Pit&#039;s actual Final file.
Go to the resources page and scroll all the way down to the bottom. Find Data Partition 2 and click on it. Click on the fighter folder and then the Pit folder. Download the files you have missing.


Title: Re: The BrawlEx Clone Engine
Post by: HaloFanODST on January 06, 2014, 02:48:38 PM
If I edit the CSS to have different CSP's, the game freezes.


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 02:51:34 PM
DAMN that sounds complicated. I'll try though. lol

If I can't get it to work could you fix that?

to be honest, probably not only because im still at work, and it takes forever for just 1 entry lol

your best bet would just be to extract the entire MenSelchrFaceA_TopN__0 from ASF's pack, then replace the one in your pack with it.

make sure to do it to all of them


If I edit the CSS to have different CSP's, the game freezes.

what do you mean edit the css? starting fresh and following the video tutorial, or modifying ASF's?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 06, 2014, 02:55:31 PM
Just copy the Spy files from Falcon, and Pit's actual Final file.

Where do I get/make said files?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 02:56:45 PM
Where do I get/make said files?

https://drive.google.com/folderview?id=0B4vhNdf69qaSZ0N0MnBjOXFYMU0#

in there. just go to fighter


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 02:59:26 PM
to be honest, probably not only because im still at work, and it takes forever for just 1 entry lol

your best bet would just be to extract the entire MenSelchrFaceA_TopN__0 from ASF&#039;s pack, then replace the one in your pack with it.

make sure to do it to all of them


what do you mean edit the css? starting fresh and following the video tutorial, or modifying ASF&#039;s?
That is a great idea. Do I need the mdl0 file as well or just the PAT0?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 06, 2014, 03:05:19 PM
https://drive.google.com/folderview?id=0B4vhNdf69qaSZ0N0MnBjOXFYMU0#

in there. just go to fighter

Okay, so all I have to do is rename FitCaptainSpy to FitPitSpy, and I'll be set for Goku?


Title: Re: The BrawlEx Clone Engine
Post by: Sammi Husky on January 06, 2014, 03:12:23 PM
That is a great idea. Do I need the mdl0 file as well or just the PAT0?

just PAT0.

 i actually just  realised i could export and reimport the one i already finished over all of them and rename them -,- lol that woulda saved me alot of time


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 03:14:00 PM
to be honest, probably not only because im still at work, and it takes forever for just 1 entry lol

your best bet would just be to extract the entire MenSelchrFaceA_TopN__0 from ASF&#039;s pack, then replace the one in your pack with it.

make sure to do it to all of them


what do you mean edit the css? starting fresh and following the video tutorial, or modifying ASF&#039;s?
just PAT0.

 i actually just  realised i could export and reimport the one i already finished over all of them and rename them -,- lol that woulda saved me alot of time
Actually it was WAAAAY easier than it sounded. It shouldn't take that long to add them in manually. For letters A-I  but if you do a set of characters at once it will go faster instead of doing 1 by 1. This is getting easier by the second. I already installed this to my personal SD card and got back 8 Vbrawl characters.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 03:15:06 PM
Okay, so all I have to do is rename FitCaptainSpy to FitPitSpy, and I'll be set for Goku?

Actually, FitGokuSpy, since he's a clone.


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 06, 2014, 03:15:51 PM
@Tabuu: Mario clone is ready now. I'm about to zip it up and upload it, but before I do, is Misc data 97 open in your Sc_selcharacter?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 03:19:21 PM
@Tabuu: Mario clone is ready now. I'm about to zip it up and upload it, but before I do, is Misc data 97 open in your Sc_selcharacter?

MiscData 97? I don't think so.

All right. So I'm guessing it worked.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 06, 2014, 03:19:51 PM
Actually, FitGokuSpy, since he's a clone.

Shouldn't I rename it to PitExSpy? Since I never renamed the clones besides to Ex?.. But if you say so, lol.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 03:20:25 PM
Shouldn't I rename it to PitExSpy? Since I never renamed the clones besides to Ex?.. But if you say so, lol.

Oh? OK then, then yes, it'll be FitPitExSpy.pac/pcs.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 06, 2014, 03:23:35 PM
Oh? OK then, then yes, it'll be FitPitExSpy.pac/pcs.
xD


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 06, 2014, 03:24:12 PM
MiscData 97? I don't think so.

All right. So I'm guessing it worked.

What I mean to say is, it is unused, or do you have a clone occupying it already?


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 03:24:48 PM
What I mean to say is, it is unused, or do you have a clone occupying it already?

No, it's not occupied.


Title: Re: The BrawlEx Clone Engine
Post by: LJSTAR on January 06, 2014, 03:27:24 PM
Erm... If someone could help me on that one
I have a new CSP, yay, I have a new CSS... yay too
Except ... For some reason, the "random" CSS is also replaced by my new CSS...? ôo
(http://i.imgur.com/z0khPrU.png)
And I didn't replaced anything, I just added two files (the name and face of the CSS)


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 06, 2014, 03:32:33 PM
No, it's not occupied.

Here you go (https://www.dropbox.com/s/q9wn8yqnwm59t7b/Wii%20Fit%20Trainer%20Files.rar)

I've included all the files you need. If you just drop them into their respective folders, and import the Misc data 97 file into your Sc_character.pac, you should be good to go. I included a Wii Fit Trainer folder with one mario costume, so you can test it out before adding your PSA.

Also, the BPs are not showing up, along with the CSS icon. I'm not quite sure what I'm missing there, but I'll figure it out tonight.

If for any reason it doesn't work, let me know, along with where it freezes.


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 03:35:10 PM
Erm... If someone could help me on that one
I have a new CSP, yay, I have a new CSS... yay too
Except ... For some reason, the "random" CSS is also replaced by my new CSS...? ôo
([url]http://i.imgur.com/z0khPrU.png[/url])
And I didn&#039;t replaced anything, I just added two files (the name and face of the CSS)
I was having that issue. Make sure you didn't replace the random css icon texture. If you didn't then double check everything you did. It took me awhile but I just perfected my CSS. I have 3 slots to spare.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 03:36:10 PM
Here you go (https://www.dropbox.com/s/q9wn8yqnwm59t7b/Wii%20Fit%20Trainer%20Files.rar)

I've included all the files you need. If you just drop them into their respective folders, and import the Misc data 97 file into your Sc_character.pac, you should be good to go. I included a Wii Fit Trainer folder with one mario costume, so you can test it out before adding your PSA.

Also, the BPs are not showing up, along with the CSS icon. I'm not quite sure what I'm missing there, but I'll figure it out tonight.

If for any reason it doesn't work, let me know, along with where it freezes.

Thanks. And I will. :3


Title: Re: The BrawlEx Clone Engine
Post by: LJSTAR on January 06, 2014, 03:48:10 PM
I was having that issue. Make sure you didn't replace the random css icon texture. If you didn't then double check everything you did. It took me awhile but I just perfected my CSS. I have 3 slots to spare.

I double checked, I don't really get what I did wrong and I didn't replaced anything, I added new entries for the AnmTexPat, I renamed those "new entries", I added the CSS's name and face images, renamed them [...]

In your case, what was the problem ?


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 06, 2014, 03:51:57 PM
Oh? OK then, then yes, it'll be FitPitExSpy.pac/pcs.

Last question. Which FitDark I use. Pits, or Captain Falcons?..


Title: Re: The BrawlEx Clone Engine
Post by: OmegaS3 on January 06, 2014, 03:54:26 PM
I double checked, I don&#039;t really get what I did wrong and I didn&#039;t replaced anything, I added new entries for the AnmTexPat, I renamed those "new entries", I added the CSS&#039;s name and face images, renamed them [...]

In your case, what was the problem ?

Well I had a few problems. I had to make sure the Character Name, Franchise Symbol, CSS Icon, CSPs and Icon Name was all named currently and properly inserted into the AnmTexPat. Also I had to make sure the frame count of the MenSelChrTopA - I was correct or all I got was random icons.


Title: Re: The BrawlEx Clone Engine
Post by: Tabuu Forte Akugun on January 06, 2014, 03:54:33 PM
Last question. Which FitDark I use. Pits, or Captain Falcons?..

Falcon's. Because Goku WAS originally rigged over Falcon.


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 06, 2014, 04:02:29 PM
So I'm following sammi's method for custom CSS icons right now. I'm pretty sure I followed it right, but all my cloned icons are now that CSS icon, instead of just the one I wanted.

Anyone have any idea why this would happen?


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 06, 2014, 04:08:10 PM
Oh joy, now I'm getting a freeze whenever I try to enter the CSS. It's not the filesize limit on my SC_Selchar either; that's 3.7-something and my Selchar is 3.6.
https://www.mediafire.com/?s8gn2kvhyyz4s38 (https://www.mediafire.com/?s8gn2kvhyyz4s38)
Any Brawl wizards got a clue as to what's going on? If it's any help, I included my SFX folder. I had been trying to replace ASF's announcer calls with my own, and Sawndz spat out a very small BRSAR instead of SAWND. I don't think that'd be what's causing the freeze, though.


Title: Re: The BrawlEx Clone Engine
Post by: KidCraft24 on January 06, 2014, 04:10:26 PM
anyone know how to fix the issue when cloning project M mewtwo that it causes him to not be able to use shadow ball? I've been trying for 2 days to figure it out with no luck.


Title: Re: The BrawlEx Clone Engine
Post by: Hosernaut on January 06, 2014, 04:13:16 PM
Oh joy, now I'm getting a freeze whenever I try to enter the CSS. It's not the filesize limit on my SC_Selchar either; that's 3.7-something and my Selchar is 3.6.
https://www.mediafire.com/?s8gn2kvhyyz4s38 (https://www.mediafire.com/?s8gn2kvhyyz4s38)
Any Brawl wizards got a clue as to what's going on? If it's any help, I included my SFX folder. I had been trying to replace ASF's announcer calls with my own, and Sawndz spat out a very small BRSAR instead of SAWND. I don't think that'd be what's causing the freeze, though.

I think that's why it is freezing. I'm pretty sure you need a .sawnd if you're replacing sound files. I haven't messed with that yet though.


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 06, 2014, 04:15:37 PM
That's the thing; there's still an unmodified .SAWND in there. I could try it without the .BRSAR in the folder however. I'll come back in a minute and post the results.


Title: Re: The BrawlEx Clone Engine
Post by: Batman on January 06, 2014, 04:20:11 PM
Falcon's. Because Goku WAS originally rigged over Falcon.

Figured since I used PitDark by mistake...


Title: Re: The BrawlEx Clone Engine
Post by: Kaizaran on January 06, 2014, 04:44:35 PM
Aaaaaand deleting the SFX folder and replacing it with the original from ASF's package worked, surprisingly. That's fine; I'll just go without announcer calls until there's a more definitive way to do them.


Title: Re: The BrawlEx Clone Engine
Post by: Eternal Yoshi on January 06, 2014, 05:18:55 PM
o_o

Is there a way to make the team colors correct? Cause when I tried to put a team battle up for some ExFighters, they don't have a portrait...

Trying to load the match with them they crash upon loading the stage.


Title: Re: The BrawlEx Clone Engine
Post by: ZX_BraveSol_ZX on January 06, 2014, 05:48:55 PM
o_o